









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.5.0Donators/Buyers bonus! Parasite-in-Pocket 1.5.10Description: [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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Worm That Talks 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Оригинальная идея - Scott Bigham ("Zizzo"), дополнение по ссылке Добавляет новый талант, называемый 'Interract with the Worm', который позволяет взаимодействовать с существом worm that walks (ветка Demented / Friend of the Worm), как если бы мы делали это за класс Alchemist с Golem. Теперь вы можете менять снаряжение, изучать таланты, брать управление и менять имя. - уменшено требование ресурса Insanity на каст до 0. Установка: Удаление: или в игре: Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite Cat Points 1.4.0One Cat Point per level. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | Orcs |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Whitehoof |
| Class | Writhing One |
| Level / Exp | 29 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 1 on the 10th Retaking 124th year of Ascendancy at 16:20 / 75Killed by steam giant yeti rider at level 2 on the 10th Retaking 124th year of Ascendancy at 18:51 Killed by steam giant yeti rider at level 2 on the 10th Retaking 124th year of Ascendancy at 19:26 Killed by steam giant gunner at level 2 on the 11st Retaking 124th year of Ascendancy at 17:50 Killed by steam giant gunslinger at level 2 on the 11st Retaking 124th year of Ascendancy at 20:41 Killed by steam giant yeti rider at level 3 on the 12nd Retaking 124th year of Ascendancy at 11:22 Killed by High Guard Talosis at level 3 on the 12nd Retaking 124th year of Ascendancy at 12:14 Killed by High Guard Talosis at level 3 on the 12nd Retaking 124th year of Ascendancy at 13:49 Killed by war bear at level 6 on the 20th Retaking 124th year of Ascendancy at 16:37 Killed by yeti warrior at level 7 on the 21st Retaking 124th year of Ascendancy at 18:41 Killed by rattlesnake at level 7 on the 22nd Retaking 124th year of Ascendancy at 01:45 Killed by sunwall archer at level 9 on the 25th Retaking 124th year of Ascendancy at 09:54 Killed by sunwall guard at level 9 on the 26th Retaking 124th year of Ascendancy at 20:02 Killed by sun-mage recruit at level 10 on the 26th Retaking 124th year of Ascendancy at 22:58 Killed by sun paladin at level 10 on the 27th Retaking 124th year of Ascendancy at 12:14 Killed by sun-mage recruit at level 10 on the 28th Retaking 124th year of Ascendancy at 01:42 Killed by Outpost Leader John at level 10 on the 28th Retaking 124th year of Ascendancy at 09:46 Killed by sun paladin at level 11 on the 28th Retaking 124th year of Ascendancy at 10:31 Killed by sun-mage recruit at level 11 on the 28th Retaking 124th year of Ascendancy at 22:49 Killed by elven astromancer at level 11 on the 29th Retaking 124th year of Ascendancy at 08:02 Killed by elven astromancer at level 11 on the 29th Retaking 124th year of Ascendancy at 08:35 Killed by sunwall vindicator at level 11 on the 29th Retaking 124th year of Ascendancy at 09:16 Killed by sunwall vindicator at level 11 on the 29th Retaking 124th year of Ascendancy at 09:51 Killed by sunwall vindicator at level 11 on the 29th Retaking 124th year of Ascendancy at 10:23 Killed by elven astromancer at level 11 on the 29th Retaking 124th year of Ascendancy at 11:32 Killed by ghast at level 12 on the 48th Retaking 124th year of Ascendancy at 15:01 Killed by whitehoof maulotaur at level 12 on the 48th Retaking 124th year of Ascendancy at 18:25 Killed by whitehoof ghoul at level 12 on the 48th Retaking 124th year of Ascendancy at 21:43 Killed by whitehoof ghoul at level 12 on the 49th Retaking 124th year of Ascendancy at 00:55 Killed by whitehoof invoker at level 13 on the 51st Retaking 124th year of Ascendancy at 11:15 Killed by whitehoof ghoul at level 13 on the 51st Retaking 124th year of Ascendancy at 12:55 Killed by Aeryretha the whitehoof ghoul at level 13 on the 51st Retaking 124th year of Ascendancy at 17:52 Killed by whitehoof ghoul at level 13 on the 51st Retaking 124th year of Ascendancy at 18:41 Killed by whitehoof maulotaur at level 14 on the 3rd Revenge 124th year of Ascendancy at 11:53 Killed by whitehoof ghoul at level 14 on the 3rd Revenge 124th year of Ascendancy at 12:29 Killed by whitehoof ghoul at level 14 on the 3rd Revenge 124th year of Ascendancy at 13:14 Killed by Nektosh the One-Horned at level 14 on the 3rd Revenge 124th year of Ascendancy at 13:51 Killed by Bethinne the giant alligator at level 16 on the 27th Pain 124th year of Ascendancy at 02:21 Killed by Bethinne the giant alligator at level 16 on the 27th Pain 124th year of Ascendancy at 02:55 Killed by thief at level 17 on the 28th Pain 124th year of Ascendancy at 10:48 Killed by orc blood mage at level 17 on the 28th Pain 124th year of Ascendancy at 11:30 Killed by multi-hued drake hatchling at level 17 on the 28th Pain 124th year of Ascendancy at 12:34 Killed by Layotira the giant alligator at level 19 on the 30th Pain 124th year of Ascendancy at 18:07 Killed by Vorarekira the Guardian at level 20 on the 15th Dearth 124th year of Ascendancy at 01:20 Killed by Doit the human at level 21 on the 41st Destruction 124th year of Ascendancy at 02:53 Killed by Doit the human at level 21 on the 41st Destruction 124th year of Ascendancy at 03:32 Killed by Linmo the human at level 21 on the 43rd Destruction 124th year of Ascendancy at 19:21 Killed by Isthucon the human at level 21 on the 43rd Destruction 124th year of Ascendancy at 19:52 Killed by Dofin the human at level 21 on the 43rd Destruction 124th year of Ascendancy at 20:26 Killed by Oylnia the human at level 21 on the 45th Destruction 124th year of Ascendancy at 00:35 Killed by Orurr the human at level 21 on the 52nd Destruction 124th year of Ascendancy at 16:11 Killed by Orurr the human at level 21 on the 52nd Destruction 124th year of Ascendancy at 16:44 Killed by Asaikea the human at level 21 on the 52nd Destruction 124th year of Ascendancy at 17:19 Killed by Allyneea the human at level 21 on the 52nd Destruction 124th year of Ascendancy at 17:53 Killed by Allyneea the human at level 21 on the 52nd Destruction 124th year of Ascendancy at 18:33 Killed by Allyneea the human at level 21 on the 52nd Destruction 124th year of Ascendancy at 19:21 Killed by shadow at level 21 on the 1st Renewal 124th year of Ascendancy at 05:08 Killed by Deneie the human at level 21 on the 1st Renewal 124th year of Ascendancy at 05:41 Killed by Deneie the human at level 21 on the 1st Renewal 124th year of Ascendancy at 06:11 Killed by Deneie the human at level 21 on the 1st Renewal 124th year of Ascendancy at 06:51 Killed by Madai the human at level 21 on the 1st Remembrance 125th year of Ascendancy at 10:25 Killed by Dornnre the human at level 21 on the 36th Remembrance 125th year of Ascendancy at 03:16 Killed by Dilonnoh the human at level 22 on the 37th Remembrance 125th year of Ascendancy at 21:07 Killed by Goria the human at level 22 on the 40th Remembrance 125th year of Ascendancy at 11:03 Killed by Narancon the human at level 22 on the 40th Remembrance 125th year of Ascendancy at 12:01 Killed by Eilinevea the ritch hunter at level 23 on the 11st Retaking 125th year of Ascendancy at 04:33 Killed by corrupted ritch larva at level 23 on the 11st Retaking 125th year of Ascendancy at 16:46 Killed by corrupted ritch larva at level 23 on the 11st Retaking 125th year of Ascendancy at 17:45 Killed by corrupted ritch larva at level 23 on the 11st Retaking 125th year of Ascendancy at 18:25 Killed by fire drake at level 27 on the 33rd Retaking 125th year of Ascendancy at 14:20 Killed by ravaging entropic rip at level 28 on the 33rd Retaking 125th year of Ascendancy at 19:01 Killed by multi-hued drake at level 28 on the 34th Retaking 125th year of Ascendancy at 03:29 Killed by multi-hued drake at level 28 on the 34th Retaking 125th year of Ascendancy at 06:37 Killed by luminous horror at level 28 on the 34th Retaking 125th year of Ascendancy at 07:45 Killed by shadow at level 28 on the 34th Retaking 125th year of Ascendancy at 23:30 |
Primary Stats
| Strength | 40 (base 34) |
| Dexterity | 20 (base 19) |
| Constitution | 20 (base 13) |
| Magic | 75 (base 51) |
| Willpower | 12 (base 10) |
| Cunning | 33 (base 23) |
Resources
| Life | 853/898 |
| Insanity | 0/100 |
| Steam | 100/100 |
| Healing Factor | 1.0789473684211 |
| Regeneration | 1.8881578947368 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +107.76614336187% |
| Spell | 0% |
| Global | +59.84555984556% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 5 |
| See Stealth | 37.428423104261 |
| See Invisible | 37.428423104261 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 50 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Light | +12% |
| Blight | +31% |
| Darkness | +22% |
| Acid | +9% |
| All | +6% |
Offense: Damage Penetration
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 25 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Darkness | + 10%( 70%) |
| Lightning | + 22%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Knockback Resistance | 40% |
| Stun Resistance | 38% |
| Pinning Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| 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 132% efficiency and cooldown mod of 84%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Demented / Path of horror | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Slow death | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| beneficial effect | You have 2 charges. Death Momentum |
| detrimental effect | Reduces global action speed by 17%. Slow |
| detrimental effect | Slowed by 50% and taking 65 crushing damage per turn. Imploding (slow) |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning), costing 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +8 Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +10 (+2 eff.) Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| Tool | quick elm wand of clairvoyance [power 8] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +24% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
| On fingers | titan's steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +10 (+5 eff.) Rings can have magical properties. |
| Around waist | Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -22% Maximum encumbrance: +100 Knockback immunity: +40% Maximum life: +40.00 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 main hand | thought-forged steel longsword of vileness (17-23.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom * 5% chance to disease Damage (Melee): +8 blight / +10 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, long, and deadly. |
| On hands | corrosive iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes resistances: +5% acid Changes damage: +3% acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | cashmere cloak 'Ivimira' (2 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +13 Defense: +2 (+2 eff.) Changes stats: +2 Dex Changes resistances: +16% cold Changes resistances penetration: +25% physical Pinning immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to inflict 15% damage reduction * 7% chance to blind Changes damage: +6% light / +6% darkness Life regen: +1.50 Amulets can have magical properties. |
Inventory
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 8 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 8) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fanged CollarRequires: - Level 15 Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
Elunor the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +20% light / +19% darkness Changes damage: +6% physical Physical save: +30 (+15 eff.) Blindness immunity: +34% Maximum stamina: +10.00 Infravision radius: +3 Amulets can have magical properties. |
starlit gold amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% light / +13% darkness Blindness immunity: +20% Amulets can have magical properties. |
sneakthief's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Spellpower: +5 (+1 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
dwarven-steel mace of amnesia (27-37.8 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Blunt and deadly. |
steel waraxe of corruption (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to inflict 15% damage reduction * 20% chance to curse the target One-handed war axes. |
insidious dwarven-steel waraxe of erosion (22-30.8 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 insidious poison / +10 temporal / +7 nature One-handed war axes. |
insidious stralite waraxe of vileness (28-39.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 11% chance to disease Damage (Melee): +20 insidious poison / +17 blight One-handed war axes. |
elemental steel dagger (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +8% cold Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of amnesia (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +7 blight When wielded/worn: Disease immunity: +12% Sharp, short and deadly. |
Bedor the stralite dagger (26-33.8 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 16% chance to corrode armour by 30% Damage (Melee): +28 insidious poison When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +2 Wil Changes resistances: +3% all Changes resistances penetration: +8% acid / +8% nature Grants telepathy: Dragon Life regen: +0.64 Psi when hit: +0.12 Maximum hate: +4.00 Sharp, short and deadly. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
22 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
101 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent healing salve [power 210] potent healing salve [power 210]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 132% efficiency and 84% cooldown modifier. It can be used to heal 210, putting Talent Medical Injector on cooldown for 13 turns. Medical salve. |
powerful fiery salve [power 19] powerful fiery salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 84% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (19% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 84% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 84% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 69 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 174 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. |
hateful steel torque of charged psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of kinetic psionic shield [power 45] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of thermal psionic shield [power 49] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of mindblast [power 149] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 6 beam dealing 78.97 to 157.94 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of clear mind [power 2] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Unlightsteel' [power 110] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances penetration: +10% darkness Changes damage: +6% acid / +15% darkness It can be used to heal a target within range 6 (based on Willpower) for 110, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +1 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of healing [power 135] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 6 (based on Willpower) for 135, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 acid / +2 nature / +2 light Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
void elven-wood wand of conjuration [power 265] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Void Blast It can be used to fire a bolt of a random element with (base) damage 132 to 265, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Camiromibar the Whitehoof Writhing One level 5
12nd Retaking 124th year of Ascendancy at 15:40 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Camiromibar the Whitehoof Writhing One level 10
28th Retaking 124th year of Ascendancy at 10:23 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Camiromibar the Whitehoof Writhing One level 27
33rd Retaking 125th year of Ascendancy at 05:34 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Camiromibar the Whitehoof Writhing One level 10
26th Retaking 124th year of Ascendancy at 21:25 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Camiromibar the Whitehoof Writhing One level 20
30th Pain 124th year of Ascendancy at 20:58 see stats
Mercy, mercy! (Exploration mode)
Killed Talosis without any civilians deaths.By Camiromibar the Whitehoof Writhing One level 3
12nd Retaking 124th year of Ascendancy at 14:22 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Camiromibar the Whitehoof Writhing One level 3
12nd Retaking 124th year of Ascendancy at 09:40 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By Camiromibar the Whitehoof Writhing One level 24
15th Retaking 125th year of Ascendancy at 05:04 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Camiromibar the Whitehoof Writhing One level 18
30th Pain 124th year of Ascendancy at 04:32 see stats
Log
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 7.50 gold from the melting of schematic: Fatal Attractor.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Antimagic Shell.
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 5.06 gold from the melting of heroism infusion (+6 for 7 turns, die at -216).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.13 gold from the melting of sun infusion of the wizard (rad 6; power 56; turns 5; dispels darkness).
There is a ladder to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
There is a ladder to the previous level here (press '' or right click to use).
Something hits Camiromibar for 0 arcane damage.
Blade horror uses Kinetic Leech.
Camiromibar slows down.
Kinetic Aura hits Camiromibar for (16 resist armour), 0 physical (0 total damage).
Blade horror performs a melee critical strike against Camiromibar!
Blade horror hits Camiromibar for (24 resist armour), 4 physical (5 total damage).
Blade horror uses Implode.
Camiromibar is being crushed.
Camiromibar is bound by telekinetic forces!
Blade horror hits Camiromibar for (24 resist armour), 41 physical (41 total damage).
Camiromibar deactivates Chaos Orbs.
Camiromibar speeds up.
Camiromibar shakes free of the telekinetic binding
Camiromibar shakes off the crushing forces.










































































































