










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.2This 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 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:
 Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison.  Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Thalore | 
| Class | Wyrmic | 
| Level / Exp | 23 / 83% | 
| Size | medium | 
| Lifes / Deaths | Killed by Arawe the wolf at level 23 on the 5th Allure 123rd year of Ascendancy at 07:19  / 2Killed by Velibeth the gigantic sandworm tunneler at level 23 on the 3rd Regrowth 123rd year of Ascendancy at 08:32  | 
Primary Stats
| Strength | 69.450320830966 (base 53) | 
| Dexterity | 24 (base 10) | 
| Constitution | 20 (base 11) | 
| Magic | 15 (base 10) | 
| Willpower | 72.450320830966 (base 43) | 
| Cunning | 23 (base 11) | 
Resources
| Life | -246/896 | 
| Stamina | 314/333 | 
| Equilibrium | 8 | 
| Healing Factor | 1.3570588855782 | 
| Regeneration | 17.05251951198 | 
Speed
| Mental | +2.9072344087915% | 
| Attack | +2.9072344087915% | 
| Movement | +22.609950326513% | 
| Spell | +2.9072344087915% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 4 | 
Offense: Mainhand
| Damage | 98 | 
| Accuracy | 40 | 
| Crit Chance | 17% | 
| APR | 9 | 
| Speed | 0.97 | 
Offense: Spell
| Spellpower | 14 | 
| Crit Chance | 11% | 
| Speed | 0.97174897930652 | 
Offense: Mind
| Mindpower | 52 | 
| Crit Chance | 15% | 
| Speed | 0.97174897930652 | 
Offense: Damage Bonus
| Lightning | +12% | 
| Light | +3% | 
| Blight | +8% | 
| Arcane | +7% | 
| Nature | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 24.229803381895 (50.65183292883%) | 
| Defense | 36 | 
| Ranged Defense | 36 | 
| Fatigue | 0 | 
| Physical Save | 34 | 
| Spell Save | 44 | 
| Mental Save | 46 | 
Defense: Resistances
| Acid | + 16%( 70%) | 
| Blight | + 20%( 70%) | 
| Physical | + 7%( 70%) | 
| Cold | + 10%( 70%) | 
| All | + 5%( 70%) | 
| Lightning | + 58%( 70%) | 
| Light | + 8%( 70%) | 
| Temporal | + 13%( 70%) | 
| Mind | + 28%( 70%) | 
| Darkness | + 8%( 70%) | 
| Fire | + 15%( 70%) | 
| Nature | + 9%( 70%) | 
Defense: Immunities
| Stun Resistance | 60% | 
| Confusion Resistance | 21% | 
| Disarm Resistance | 0% | 
| Knockback Resistance | 30% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 13% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat.  | 
Class Talents
| Wild-gift / Venom Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Prismatic Aspect | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Wild-gift / Draconic Combat | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Acid Wyrm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Dragon's Breath | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Ice Wyrm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Sand Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Storm Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fire Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Draconic Body | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Apex Predator | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
  | 2/5 | 
| Wild-gift / Fungus | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
Effects
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 grave | active | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology.  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 1.00).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
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 | 
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.  | 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: * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'  | 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 within7 lumberjacks have died.  | done | 
Equipment
| On feet |  pair of hardened leather boots 'Bokorin' (0 def, 3 armour) =5dex=2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +3 Resists +6% acid +6% mind +12% lightning Crit.dmg- 10.00% Stealth +7 Disease- +20% Stun/Frz- +20% A pair of boots made of leather.  | 
| Light source |  survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 Heal.mod +12% ---------- 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.  | 
| On head |  Abysspain the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex +4 Mag +5 Wil +2 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+4 eff.) Dmg.mod +8% blight +7% arcane Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +3% Resists +6% fire Spell.save +6 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
| On hands |  Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.  | 
| Tool |  Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 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.  | 
| On fingers |  steel ring 'Earydin'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil +8 Cun dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Fatigue -5% Resists +6% acid +3% darkness Mind.save +15 (+5 eff.) Heal.mod +5% ---------- misc Max.enc +22 Rings make your fingers look great!  | 
| On fingers |  Noondash the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning +3% light ----- def ----- Resists +30% lightning +9% temporal Spell.save +14 (+4 eff.) HP.reg +3.00 Stun/Frz- +27% ---------- misc Max.stam +11.00 Rings make your fingers look great!  | 
| Around waist |  Brenutoneg the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +3 Wil +3 Con dps ---------- Crit.mult +10.00% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +9% mind Mind.save +18 (+6 eff.) Max.HP +89.00 ---------- misc Psi/ret +0.04 A belt that goes around your waist.  | 
| In main hand |  Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.  | 
| Socketed Gems |  citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
| Main armor |  troll-hide reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Max.HP +42.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather.  | 
| Cloak |  Lustrethorn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +6% cold +3% light +9% lightning Spell.save +3 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  clarifying copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great!  | 
Inventory
 blink rune (range 4; phase 18; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the psychic (absorb 127; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Cyreth the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Crit.mult +10.00% Res.pen +5% mind ----- def ----- Phys.save +15 (+7 eff.) Amulets make your neck look great!  | 
 steel amulet of dexterity (+3) =3dex=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great!  | 
 Erelurath the copper ring =3dex=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +5 (+3 eff.) Resists +9% temporal Blind- +20% Cut- +10% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great!  | 
 Poluwe the Treeraptor0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +10% nature Acc +5 (+2 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +26% nature +6% blight Poison- +13% Disease- +12% Rings make your fingers look great!  | 
 copper ring 'Shimmersear'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +3% lightning Phys.save +6 (+3 eff.) Max.HP +22.00 Heal.mod +20% Disease- +20% Cut- +10% Disarm- +21% Pinning- +23% Knockbk- +21% Rings make your fingers look great!  | 
 rogue's copper ring of nature (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +6 (+3 eff.) Resists +24% nature Rings make your fingers look great!  | 
 warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +7 (+2 eff.) Confus- +28% Rings make your fingers look great!  | 
 wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great!  | 
 dwarven-steel battleaxe of crippling (136% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes.  | 
 Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.  | 
 elemental dwarven-steel greatsword of massacre (158% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +16% fire Res.pen +17% fire Massive two-handed swords.  | 
 Delurogund (118% power, 3 apr) =7con=3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +6% Living While equipped: Stats +7 Con +5 Wil dps ---------- Res.pen +10% blight Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Max.HP +18.00 Blunt and deadly.  | 
 Dourhack (145% power, 5 apr) =5dex=3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 146% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Dmg.mod +9% darkness +3% blight Res.pen +7% all Acc +27 (+9 eff.) Apr +5 Melee Ret 4 blight 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 26% Blunt and deadly.  | 
 Filthspiker the thorny mindstar (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 mind 3 darkness Dmg.mod +7% mind +4% darkness +6% light ----- def ----- Resists +12% nature ---------- misc Hate/m.crit +2.00 Light +1 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.  | 
 Getuyon the Pusscar (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 mind On Hit: * 10% chance to slow global speed by 59% While equipped: Stats +5 Wil dps ---------- Mind.crit +3% Mind.pwr +21 (+7 eff.) Res.pen +15% fire ----- def ----- Resists +9% nature +6% fire Spell.save +5 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 dwarven-steel waraxe (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes.  | 
 Betakira1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Acc +30 (+10 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +5% arcane Die.at -40.00 life Max.HP +35.00 ---------- misc Max.stam +30.00 Light +3 A belt that goes around your waist.  | 
 Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 rough leather belt of burglary =4dex=1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist.  | 
 linen cloak of Iron Throne (1 def, 0 armour) =2con=2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Firebile the pair of rough leather boots (0 def, 1 armour) =2con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +2 Wil +3 Cun +2 Con dps ---------- Dmg.mod +12% fire ----- def ----- Armour +1 Crit.dmg- 5.00% Phys.save +11 (+6 eff.) Mind.save +13 (+4 eff.) ---------- misc See.Invis +3 A pair of boots made of leather.  | 
 pair of hardened leather boots 'Elenivon' (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +4 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind Res.pen +7% physical ----- def ----- Armour +3 Mind.save +9 (+3 eff.) Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
 pair of rough leather boots 'Girin' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue -4% Phys.save +15 (+7 eff.) Die.at -60.00 life ---------- misc Max.enc +21 A pair of boots made of leather.  | 
 hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +1 Con ----- def ----- Armour +2 Phys.save +10 (+5 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 storm rough leather gloves of dexterity (+3) (0 def, 1 armour) =3dex=1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Arelrassra (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +7 Con dps ---------- Phys.crit +2.0% Apr +3 ----- def ----- Armour +4 Fatigue +4% Resists +6% blight +18% fire Phys.save +8 (+4 eff.) Mind.save +5 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Barkripper the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather.  | 
 Dusktreason the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +6 Con dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 hardened leather cap 'Urthodusin' (0 def, 3 armour) =10dex=2.0 T3 head armor [Rare] Master While equipped: Stats +10 Dex +2 Cun dps ---------- Dmg.mod +6% physical +18% temporal ----- def ----- Armour +3 Fatigue +3% Mind.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 A cap made of leather.  | 
 steel mail armour of the deep (2 def, 8 armour) =waterbreathing=14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of mail.  | 
 hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather.  | 
 quiver of yew arrows (19/19, 139% power, 10 apr)3.0 T3 arrow ammo [Normal] Power 139% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Arrows are used with bows to pierce your foes to death.  | 
 4 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 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.  | 
 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Hohell the Magmaworth (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Mind.crit +2% Mind.pwr +30 (+10 eff.) Res.pen +25% fire ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Sleetraider =4dex=2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str +4 Dex +3 Mag +1 Cun dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% cold +5% fire Mind.save +3 (+1 eff.) ---------- 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.  | 
 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification 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.  | 
 barbed pouch of dwarven-steel shots of paradox (21/21, 150% power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 150% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 21 Ranged+ +8 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 Plaguesmash [power 45]  (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +6% darkness +3% acid Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 iron torque of mindblast [power 100]  (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 yew totem of healing 'Cyrywyn' [power 296]  (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +6% lightning Die.at -40.00 life Knockbk- +20% Teleport- +20% Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 Yvadhemira the elm wand of lightning storm [power 116]  (15 cooldown) =3dex/3con=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Dex +3 Con dps ---------- Spell.crit +1% Res.pen +5% arcane ----- def ----- Crit.dmg- 5.00% ---------- misc Light +3 Wards +3 acid +3 darkness +3 light +3 mind Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 3 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.  | 
 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
Achievements
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Tines the Thalore Wyrmic level 10
3rd Flare 122nd year of Ascendancy at 23:45 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Tines the Thalore Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 19:24 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Tines the Thalore Wyrmic level 20
54th Haze 122nd year of Ascendancy at 15:53 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 21
56th Haze 122nd year of Ascendancy at 11:46 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 01:45 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Tines the Thalore Wyrmic level 10
9th Dusk 122nd year of Ascendancy at 21:17 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 18
40th Haze 122nd year of Ascendancy at 16:18 see stats
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Tines the Thalore Wyrmic level 23
5th Allure 123rd year of Ascendancy at 07:19 see stats
Log
Melee retaliation hits Eilinata the sandworm for 1 blight damage.
Tines gains 1% of a turn from Ancestral Life.
Tines feels pain again.
Tines HEALS from  nature  damage!
Deadly Venom from Velibeth the gigantic sandworm tunneler hits Tines for 79 nature, 33 healing (79 total damage) [33 healing].
Tines gains 1% of a turn from Ancestral Life.
Velibeth the gigantic sandworm tunneler rushes out!
Tines is dazed!
Eilinata the sandworm uses Block.
Melee retaliation hits Velibeth the gigantic sandworm tunneler for 1 blight damage.
Velibeth the gigantic sandworm tunneler hits Tines for 220 physical damage.
Tines is not dazed anymore.
Tines is not stunned anymore.
Tines HEALS from  nature  damage!
Deadly Venom from Velibeth the gigantic sandworm tunneler hits Tines for 58 nature, 20 healing (58 total damage) [20 healing].
Tines gains 0% of a turn from Ancestral Life.
The unstable sand tunnel collapses!
Tines's is vulnerable to attacks and effects!
Eilinata the sandworm hits Tines for 111 physical damage.
Melee retaliation hits Eilinata the sandworm for (1 blocked), 0 blight (0 total damage).
Tines is free from the venom's crippling power!
Tines HEALS from  nature  damage!
Deadly Venom from Velibeth the gigantic sandworm tunneler hits Tines for 58 nature, 20 healing (58 total damage) [20 healing].
Tines gains 0% of a turn from Ancestral Life.
Velibeth the gigantic sandworm tunneler uses Grab.
Tines is pinned to the ground.
Melee retaliation hits Velibeth the gigantic sandworm tunneler for 1 blight damage.
Velibeth the gigantic sandworm tunneler hits Tines for 338 physical damage.
Tines the level 23 thalore wyrmic was splattered to death by Velibeth the gigantic sandworm tunneler on level 1 of Sandworm lair.
















































































