
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 26 / 90% |
| Size | big |
| Lifes / Deaths | Killed by war hound at level 12 on the 2nd Flare 122nd year of Ascendancy at 08:28 0 / 7Killed by mecharachnid warrior at level 12 on the 3rd Dusk 122nd year of Ascendancy at 17:19 Killed by Cyreth the rattlesnake at level 21 on the 31st Regrowth 123rd year of Ascendancy at 12:29 Killed by test at level 26 on the 26th Pyre 123rd year of Ascendancy at 19:43 Killed by Emabeth the fire drake hatchling at level 26 on the 26th Pyre 123rd year of Ascendancy at 19:43 Killed by Elibrena the giant yellow ant at level 26 on the 27th Pyre 123rd year of Ascendancy at 01:35 Killed by Celia at level 26 on the 28th Pyre 123rd year of Ascendancy at 07:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 55 (base 46) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 12) |
| Cunning | 63 (base 55) |
Resources
| Life | -243/539 |
| Steam | 104/106 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 11.454040785262 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| See Stealth | 9 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 62 |
| Crit Chance | 23% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Nature | +15% |
| Darkness | +12% |
| Fire | +21% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (60%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 16 |
| Physical Save | 25 |
| Spell Save | 38 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 41%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 50% |
| Confusion Resistance | 42% |
| Stun Resistance | 10% |
| Pinning Resistance | 80% |
| Poison Resistance | 50% |
| Disarm Resistance | 80% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 55%. |
| 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 94% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 495% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.41 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | 8% chance to fully absorb any damaging actions. Smogscreen |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 3% talent failure, 32% reduced healing, and take 79.29 additional acid damage from melee and ranged attacks. Miasma Engine |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the repented thief from death by Bethota the dire wolf. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +3 Rocket Boots These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (76 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (129 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | Ulythad (24/24, 34-41 power, 3 apr) 3.0 T3 shot ammo [Random Unique] Nature/Psionic Power 34.0 - 40.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +17 lightning +13 darkness +15 cold +8 mind Against +10% Living On Crit.r2 +6 lightning +8 cold +16 mind On Hit: * 20% chance to reduce all saves and defense by 35 While equipped: ---------- misc Talents +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Brenidil the Shimmerbender2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% lightning +5% arcane Max.HP +40.00 Silence- +10% Confus- +20% Stun/Frz- +10% ---------- misc Light +6 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 | Iceobsidian the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +18% acid +16% fire +5% arcane +9% cold HP.reg +4.00 Silence- +20% Pinning- +20% A pointy cloth hat, very wizardly... |
| On hands | brawler's hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +7% blight Phys.save +7 (+3 eff.) Spell.save +11 (+4 eff.) Disarm- +80% ---------- misc Talents +3 Iron Grip Cooldown Double Strike -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. |
| Tool | iron pickaxe 'Yvonor' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil ----- def ----- Defense +5 (+2 eff.) Die.at -40.00 life ---------- misc Hate/m.crit +1.00 Max.psi +10.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Tulugund0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% acid Res.pen +5% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +12% temporal Mind.save +7 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | Eiliniba the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Res.pen +5% mind Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +3% blight +15% fire +6% light Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | insulating copper amulet of mastery (0.11 Steamtech / Chemical warfare)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% fire +10% cold ---------- misc Masteries +0.11 Steamtech/Chemical warfare Amulets make your neck look great! |
| In main hand | overgrown steel steamgun of dampening 4.0 T2 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 On Hit: * splashes acid on your target dealing 55 damage and reducing their armor Uses 2.0 Steam While equipped: ----- def ----- Resists +9% acid +8% lightning +8% cold +8% fire +2% all Spell.save +8 (+3 eff.) HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Umbrawreck 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +6 Crit.chn- 15.00% Spell.save +11 (+4 eff.) Die.at -80.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Cloudstun the iron shield (0 def, 2 armour, 8-10 power, 61 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +61 On Crit.r2 +4 lightning While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +1% physical Die.at -80.00 life Max.HP +63.00 Silence- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Grinulathasin (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal +6% blight +5% cold +3% mind +5% nature Spell.save +6 (+2 eff.) Die.at -20.00 life Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 80% / cooldown 86%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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. |
2 schematic: Antimagic Shell0.1 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. |
3 schematic: Armour Reinforcement0.1 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. |
4 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: Botanical Shell0.1 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. |
3 schematic: Corrosive Shell0.1 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. |
2 schematic: Deflection Field0.1 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. |
2 schematic: Explosive Shell0.1 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. |
4 schematic: Fiery 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. |
2 schematic: Focus Lens0.1 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. |
4 schematic: Frost 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. |
4 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: Headlamp0.1 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: Iron Grip0.1 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: Lightning Coil0.1 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: Magnetic Shell0.1 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. |
6 schematic: Mental Stimulator0.1 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: Razor Edge0.1 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. |
2 schematic: Rocket Boots0.1 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: Saw Shell0.1 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: Spike Attachment0.1 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. |
3 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. |
3 schematic: Steamsaw0.1 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. |
2 schematic: Thunderclap Coating0.1 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: Unstoppable Force 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. |
3 schematic: Waterproof Coating0.1 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. |
Satyrveil0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane +15% nature ----- def ----- Resists +11% light +15% darkness Blind- +23% ---------- misc Masteries +0.12 Steamtech/Engineering Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper amulet of murder0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +5 (+1 eff.) Apr +10 Amulets make your neck look great! |
restful steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
copper onyx ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Dex +3 Mag +3 Wil +8 Cun +8 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% darkness +18% arcane Acc +6 (+1 eff.) ----- def ----- Resists +6% darkness +5% arcane Blind- +22% ---------- misc Infravis +4 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
copper opal ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +7 Str +2 Dex +2 Mag +2 Wil +2 Cun +7 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
Unruhor1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) ----- def ----- Fatigue -5% Resists +3% temporal Stun/Frz- +10% ---------- misc Max.enc +24 Equi/ret +0.08 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Ulerafang'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Resists +3% nature +6% temporal Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Dawnpython (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% light Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelidunarand the Sepsisterror (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +8 Defense +1 (+0 eff.) ---------- misc Stam/turn +1.00 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 of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakkiss (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% temporal +3% mind +9% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% darkness +14% temporal +6% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +45.00 HP.reg +1.70 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duathelidol (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +4 Dex +1 Mag +6 Wil +3 Cun dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +2 See.Invis +6 A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
heroic rough leather gloves of the starseeker (0 def, 4 armour) 1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Mag ----- def ----- Armour +4 Resists +6% light +6% darkness Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- misc Infravis +1 Talents +3 Itching Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 35.89 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Tideroar' (5 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +8 Dex dps ---------- Dmg.mod +3% physical Acc +10 (+2 eff.) Apr +3 ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +3% cold 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. |
temporal iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Belumina the Fogsear (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% S.pwr/crit +4 Res.pen +15% arcane Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Isunn the Star's kiss (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +2 Cun +4 Con dps ---------- Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 58.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xoreba the Blazewrest (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% fire Res.pen +20% acid +20% fire On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shocksweep the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Str dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +15% lightning ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +5% acid +8% physical +27% cold +33% lightning +5% fire A suit of armour made of leather. |
9 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. |
184 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. |
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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
iron pickaxe 'Berigorn' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +6% nature +3% mind Res.pen +5% mind ----- def ----- Resists +11% nature ---------- misc Psi/ret +0.20 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Veleritha the Demonmoon2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% temporal Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent pain suppressor salve [power 222] potent pain suppressor salve [power 222]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 55% cooldown modifier. Let you fight up to -222 life and reduces all damage by 17% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
potent water salve [power 20] potent water salve [power 20]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 55% cooldown modifier. Remove 1 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 197] simple healing salve [power 197]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 55% cooldown modifier. Heal 197 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
pouch of iron shots (11/11, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 11 Shots are used with slings to pummel your foes to death. |
crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude antimagic shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
simple fungal web0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
simple second skin0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 221 Base Damage: 100 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By test the Cornac Annihilator level 25
10th Pyre 123rd year of Ascendancy at 10:18 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By test the Cornac Annihilator level 15
24th Dusk 122nd year of Ascendancy at 06:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By test the Cornac Annihilator level 23
65th Regrowth 123rd year of Ascendancy at 14:14 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By test the Cornac Annihilator level 22
33rd Regrowth 123rd year of Ascendancy at 13:26 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By test the Cornac Annihilator level 23
35th Regrowth 123rd year of Ascendancy at 12:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By test the Cornac Annihilator level 10
7th Mirth 122nd year of Ascendancy at 14:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By test the Cornac Annihilator level 20
28th Regrowth 123rd year of Ascendancy at 06:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By test the Cornac Annihilator level 24
66th Regrowth 123rd year of Ascendancy at 21:59 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By test the Cornac Annihilator level 18
8th Regrowth 123rd year of Ascendancy at 20:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By test the Cornac Annihilator level 8
4th Mirth 122nd year of Ascendancy at 04:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By test the Cornac Annihilator level 7
1st Mirth 122nd year of Ascendancy at 01:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By test the Cornac Annihilator level 25
69th Regrowth 123rd year of Ascendancy at 13:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By test the Cornac Annihilator level 19
10th Regrowth 123rd year of Ascendancy at 10:00 see stats
Log
Test attunes to the damage.
Spikes of Decrepitude hits test for (18 exoskeleton), 18 cold, (18 exoskeleton), 18 darkness (36 total damage).
Armoured skeleton warrior slows down.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior hits test for (20 reactive armor), (58 exoskeleton), 58 physical (58 total damage).
Melee retaliation hits Armoured skeleton warrior for 2 nature, 11 nature (12 total damage).
Spikes of Decrepitude hits test for (16 exoskeleton), 16 cold, (16 exoskeleton), 16 darkness (32 total damage).
Armoured skeleton warrior is corroded.
Test's Reactive Armor hits Armoured skeleton warrior for 21 physical, 10 lightning, 7 darkness, 8 cold, 3 mind, 37 acid (85 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Something hits test for (218 exoskeleton), 218 darkness (218 total damage).
Spikes of Decrepitude hits test for (16 exoskeleton), 16 cold, (16 exoskeleton), 16 darkness (32 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior slows down.
Armoured skeleton warrior hits test for (25 reactive armor), (70 exoskeleton), 70 physical, (2 exoskeleton), 2 nature, (4 exoskeleton), 4 lightning, (3 exoskeleton), 3 fire, (23 exoskeleton), 26 physical, (0 exoskeleton), 9 lightning, (0 exoskeleton), 53 physical, (0 exoskeleton), 9 lightning (177 total damage).
Melee retaliation hits Armoured skeleton warrior for (2 absorbed), 0 nature, (14 absorbed), 0 nature, (2 absorbed), 0 nature, (14 absorbed), 0 nature, (2 absorbed), 0 nature, (14 absorbed), 0 nature (0 total damage).
Celia casts Rigor Mortis.
Celia is invogorated by death!
Darkness pulsates around Celia!
Test feels death coming!
Celia hits test for (0 exoskeleton), 199 cold (199 total damage).
Spikes of Decrepitude hits test for (0 exoskeleton), 32 cold, (0 exoskeleton), 32 darkness (64 total damage).
test the level 26 cornac annihilator was frozen to death by Celia on level 2 of Last Hope Graveyard.








































































































