














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Starting Equipment 1.6.0 Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Forbidden Cults 1.7.0Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Actually Usable Damage Reduction 1.7.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.0Donators/Buyers bonus! Proper Possession 1.7.0
Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies 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.] Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.0Official 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:
Beholder (Eye Fix) 1.6.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Original (steam version): https://steamcommunity.com/sharedfiles/filedetails/?id=204567988 Update by Kish to remove purple gaze alpha that obscures the whole screen. Also modified central eye powers, replacing Paralyzing Gaze with Temporal Gaze. v1.1.8-9: Potentially fixed some LUA errors. I don't know enough about LUA to fix the one you get when changing party members, sorry; that part of the mod is not one I messed with at all at any rate. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Additional Boss Pack 1.6.6More Boss! Items Vault 1.7.0Donators/Buyers bonus! 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 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Summoner Plus 1.6.0Improve many talent be useful with a new tree, wild summon be controlled,phys fire cold can choice be main damage, manbe nature(I'm unsure)...magic power also a choice. Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance the Writhing One's worm that walks from the Forbidden Cults DLC (required) to match your speed. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. ZOmnibus Addon Pack 1.7.0Combines 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: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Steam Witch |
| Level / Exp | 15 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Cyriyamira the thief at level 15 on the 17th Dusk 122nd year of Ascendancy at 14:48 / 1 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 49 (base 41) |
| Willpower | 18 (base 11) |
| Cunning | 45 (base 32) |
Resources
| Life | -48/448 |
| Paradox | 373 |
| Steam | 100/100 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 2.4281377329499 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 32 |
| Crit Chance | 1488% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 32 |
| Crit Chance | 1490% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Nature | +5% |
| Darkness | +6% |
| Lightning | +3% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Fire | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 21.5 (43.579428603723%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 1 |
| Physical Save | 30 |
| Spell Save | 21 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Lightning | + 5%( 70%) |
| Temporal | + 6%( 70%) |
| Nature | + 10%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 46% |
| Poison Resistance | 100% |
| Knockback Resistance | 60% |
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 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Magic 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%. |
| 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 148% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Timegear | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Witch Brews | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Mystic Birthright | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Timegun Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Witch Hexes | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fate Manipulation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Time and Space | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Clockwork Menagerie | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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 |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by ultimate shivgoroth. Escort: repented thief (level 2 of Norgos Lair) | failed |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. | 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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of iron boots 'Bethuma' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Mag dps ---------- Phys.crit +2.0% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Emelavea the pouch of iron shots (19/19, 19-23 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Mag Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
| Light source | Flashrot the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning Apr +3 ----- def ----- Resists +1% physical ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hellblood (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Phys.save +10 (+5 eff.) ---------- misc Max.hate +8.00 A hat made of leather. Very stylish. |
| 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 Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| On fingers | titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of perfection (0.11 Steamtech / Future Relics,0.11 Spell / Witchcraft)0.1 T2 amulet jewelry [Ego++] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 Disease- +15% ---------- misc Stam/turn +0.50 Masteries +0.11 Steamtech/Future Relics +0.11 Spell/Witchcraft Amulets make your neck look great! It was changed by the digestive sack. |
| In main hand | mighty steel steamgun of fire4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around 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. |
| In off hand | Duskraven (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Master Power 18.5 - 24.1 Physical Uses 50% Mag, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Dex +4 Mag +1 Con dps ---------- Dmg.mod +6% darkness Res.pen +7% all Acc +12 (+6 eff.) Apr +7 ----- def ----- Defense +5 (+4 eff.) Disarm- +26% Sharp, short and deadly. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | fortifying steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+6 eff.) Max.HP +30.00 A suit of armour made of mail. |
Inventory
steam generator implant of the duelist (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 130; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 130 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 252; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 252 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 197; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 35.65 to 106.95 damage (71.30 average) and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
Corrosion0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 12.56 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Telekinetic Sledge (40-60 power, 20 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane/Psionic Power 40.0 - 60.0 Physical Uses 120% Cun, 0% Mag Acc+ +0.2% base dam (max 20%) Apr +20 Crit +4.0% Atk.spd 100% Phasing +20% On Crit: * knocks the target away This large steel greatmaul has more inertia than it should have. |
Woesun (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 26.5 - 37.1 Physical Uses 100% Cun, 0% Mag Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- S.pwr/crit +2 Dmg.mod +15% cold Phasing +20% Acc +11 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +8 (+5 eff.) Disarm- +25% Blunt and deadly. |
Poxstrike (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 50% Mag, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 nature On Crit.r2 +4 light On Hit: * 10% chance to reduce armor by 31% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+4 eff.) Resists +6% nature Disarm- +21% Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 151.45 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Frozentouch (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Cun, 0% Mag Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +13 On Hit.r1 +4 mind Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 cold Dmg.mod +6% mind Res.pen +20% physical Melee Ret 1 ice 2 cold ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Mag, 0% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.14 to 54.42 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady iron steamgun of acid4.0 T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% acid Acc +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (19/19, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 70% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +15% temporal A suit of armour made of mail. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Loretir (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Max.HP +60.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- 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. |
miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +3 ----- def ----- Armour +4 Fatigue +3% Resists +10% blight ---------- misc Stam/turn +0.30 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +1 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. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
grounding rough leather hat of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A hat made of leather. Very stylish. |
Arina the Nimbustitan (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A hat made of leather. Very stylish. |
torn swimming goggles torn swimming goggles2.0 T1 head armor [Unique] |
Helm of the Slow (0 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Mov.spd -10% ----- def ----- Armour +8 Fatigue +4% Resists +10% temporal +10% physical Pinning- +20% Why anyone would want to make a helm look like a snail is beyond you. |
iron helm 'Duvudehir' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Crit.mult +5.00% Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
9 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. |
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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) 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. |
54 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 125 Puts Talent Medical Injector on 15 cooldown Medical salve. |
dull iron pickaxe3.0 T1 digger tool [Unique] |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 150 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Last Dark Emperor the Skeleton Steam Witch level 10
10th Mirth 122nd year of Ascendancy at 18:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Last Dark Emperor the Skeleton Steam Witch level 11
2nd Summertide 122nd year of Ascendancy at 17:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Last Dark Emperor the Skeleton Steam Witch level 14
9th Flare 122nd year of Ascendancy at 01:44 see stats
Log
Cyriyamira the thief's Beyond the Flesh hits Last Dark Emperor for (44 absorbed), 0 physical, (12 absorbed), 0 physical (0 total damage).
Acid Splash from Cyriyamira the thief hits Last Dark Emperor for (3 absorbed), 0 acid (0 total damage).
Cyriyamira the thief uses Venomous Strike.
Cyriyamira the thief performs a melee critical strike against Last Dark Emperor!
Last Dark Emperor resists the vile poison!
Cyriyamira the thief performs a melee critical strike against Last Dark Emperor!
Cyriyamira the thief hits Last Dark Emperor for (135 absorbed), 0 nature, (7 absorbed), 0 light, (12 absorbed), 0 physical, (120 absorbed), 0 nature, (12 absorbed), 0 physical (0 total damage).
Cyriyamira the thief's Beyond the Flesh hits Last Dark Emperor for (35 absorbed), 0 physical, (12 absorbed), 0 physical (0 total damage).
Last Dark Emperor is no longer out of phase.
Talent Create Tinker is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Vile Hex is ready to use.
Acid Splash from Cyriyamira the thief hits Last Dark Emperor for (3 absorbed), 0 acid (0 total damage).
Cyriyamira the thief's Beyond the Flesh performs a melee critical strike against Last Dark Emperor!
Ran for 2 turns (stop reason: taken damage).
Cyriyamira the thief's Beyond the Flesh hits Last Dark Emperor for (86 absorbed), 0 physical, (13 absorbed), 0 physical (0 total damage).
Acid Splash from Cyriyamira the thief hits Last Dark Emperor for (3 absorbed), 0 acid (0 total damage).
Cyriyamira the thief uses Skullcracker.
Your shield crumbles under the damage!
The shield around Last Dark Emperor crumbles.
Last Dark Emperor resists the vile poison!
Last Dark Emperor wanders around!
Cyriyamira the thief hits Last Dark Emperor for (35 absorbed), 27 physical, 13 physical (41 total damage).
Last Dark Emperor is confused and fails to use Enervating Hex.
Cyriyamira the thief slows down.
Last Dark Emperor resists the vile poison!
Cyriyamira the thief's Beyond the Flesh hits Last Dark Emperor for 35 physical, 13 physical (48 total damage).
Last Dark Emperor the level 15 skeleton steam witch was bludgeoned to death by Cyriyamira the thief on level 1 of Unknown tunnels.













































































