











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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 1.7.0Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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 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. 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 | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 27 / 90% |
| Size | big |
| Lifes / Deaths | Killed by Aruyanne the master vampire at level 19 on the 11st Haze 122nd year of Ascendancy at 01:57 4 / 2Killed by elven cultist at level 27 on the 1st Decay 122nd year of Ascendancy at 19:25 |
Primary Stats
| Strength | 31.272733630532 (base 12) |
| Dexterity | 47.545467261063 (base 12) |
| Constitution | 38.545467261063 (base 12) |
| Magic | 75.272733630532 (base 55) |
| Willpower | 81.545467261063 (base 47) |
| Cunning | 54.545467261063 (base 12) |
Resources
| Steam | 100/100 |
| Mana | 515/554 |
| Equilibrium | 25 |
| Hate | 49/100 |
| Life | 346/346 |
| Psi | 347/347 |
| Paradox | 300 |
| Soul | 10/10 |
| Healing Factor | 1.2135163955166 |
| Regeneration | 4.1866315645324 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 12 |
| See Invisible | 33.545467261063 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 59 |
| Crit Chance | 20% |
| APR | 82 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 59 |
| Crit Chance | 19% |
| APR | 74 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +17% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +13% |
| Acid | +25% |
| Light | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 42.95960323493 (30%) |
| Defense | 42 |
| Ranged Defense | 45 |
| Fatigue | 7 |
| Physical Save | 41.15 |
| Spell Save | 47.31 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 36%( 74%) |
| Cold | + 26%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 44%( 78%) |
| Fire | + 22%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
| Stun Resistance | 10% |
| Pinning Resistance | 39% |
| Poison Resistance | 0% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 476 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Undead drake | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Thunderstorm |
| talent | Stone Vines |
| talent | Raze |
| talent | Feather Wind |
| talent | Dreamforge |
| talent | Energy Decomposition |
| talent | Mitosis |
| talent | Forge Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.3)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 53% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+15% global speed). Clarity |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 59 mind and 52 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 88 Mind damage, and deal 79 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.3)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+31% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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. | active |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zanerin the pair of voratun boots (Madness) (0 def, 10 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +4% ----- def ----- Armour +10 Fatigue +4% Resists +3% physical Spell.save +12 (+3 eff.) Mind.save +9 (+3 eff.) Pinning- +20% ---------- misc Infravis +2 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +8% blight +9% darkness ---------- misc Light +6 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.3 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 33 life. Creatures standing in the retch also have 12% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Runodradunagund the drakeskin leather cap (Corpses) (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +5 Wil +5 Cun dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +7% blight +5% temporal +5% lightning Crit.chn- 5.00% Mind.save +9 (+3 eff.) ---------- misc See.Invis +6 Curse of Corpses A cap made of leather. |
| On hands | drakeskin leather gloves 'Mayyrata' (Corpses) (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +9 Wil +5 Cun +3 Con dps ---------- Mind.pwr +30 (+8 eff.) Res.pen +15% temporal ----- def ----- Armour +3 Phys.save +22 (+6 eff.) Spell.save +9 (+2 eff.) Mind.save +8 (+3 eff.) Disarm- +32% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.6 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Bloodcaller (Nightmares)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Nightmares You won the Ring of Blood trial, and this is your reward. |
| On fingers | Eremirek (Nightmares)0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Dex +6 Mag +7 Wil +8 Cun dps ---------- Spell.pwr +9 (+3 eff.) Res.pen +15% acid Acc +22 (+7 eff.) On Hit (Melee): * 20% chance to reduce armor by 35% * 10% chance to reduce all saves and defense by 39 ----- def ----- Resists +6% mind Curse of Nightmares Rings make your fingers look great! |
| Around neck | wanderer's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +7 Dex +3 Cun +7 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +16 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | living mindstar 'Glimmerstoker' (Misfortune) (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 light +16 lightning While equipped: Stats +4 Str +5 Dex +3 Mag +4 Wil +7 Cun +6 Con dps ---------- Mind.crit +7% Mind.pwr +25 (+7 eff.) Melee+ 18 lightning Dmg.mod +17% lightning Res.pen +13% lightning +10% light ----- def ----- Resists +14% lightning +6% light ---------- misc Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | monstrous hardened leather belt of dampening (Madness)1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Resists +6% acid +7% fire +7% lightning +7% cold Phys.save +5 (+2 eff.) ---------- misc Size +1 Curse of Madness A belt that goes around your waist. |
| In off hand | epiphanous pulsing mindstar of life (Shrouds) (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +11 (+3 eff.) Dmg.mod +12% mind ----- def ----- Max.HP +21.00 HP.reg +1.20 ---------- misc Psi/m.crit +2.00 Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Destala's Scales (Shrouds) (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Curse of Shrouds Dissolve: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 49% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | multi-hued reinforced leather armour of delving (Corpses) (12 def, 19 armour) 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +7 Str dps ---------- Mind.pwr +9 (+3 eff.) Melee Ret 30 physical ----- def ----- Armour +19 Defense +12 (+4 eff.) Fatigue +9% Resists +9% acid +18% physical +15% darkness +10% cold +7% lightning +5% fire ---------- misc Light +2 Curse of Corpses Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
blink rune of the psychic (range 6; phase 25; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
2 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: 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. |
schematic: Kinetic Stabiliser0.1 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. |
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: 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. |
schematic: Water 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. |
Blackrage the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Res.pen +15% mind ----- def ----- Resists +3% fire +3% darkness +6% mind Amulets make your neck look great! |
Freezewinnow the copper ring (Corpses)0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% cold Melee Ret 2 mind ----- def ----- Resists +6% nature Mind.save +6 (+2 eff.) Teleport- +20% Curse of Corpses Rings make your fingers look great! |
Eye of the Wyrm (Misfortune) (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Misfortune Ice Breath: Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 148.00 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
gifted vined mindstar of balance (Madness) (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (Corpses) (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +4% lightning Res.pen +6% lightning ----- def ----- Resists +7% lightning ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Breezestrider the rough leather belt (Madness)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +15% nature Melee Ret 2 darkness On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Phys.save +6 (+2 eff.) Curse of Madness A belt that goes around your waist. |
Floelore (Corpses) (9 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Defense +9 (+3 eff.) Resists +12% blight +6% temporal +5% arcane Phys.save +11 (+3 eff.) Spell.save +12 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestschism the linen cloak (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +2 Wil dps ---------- Phys.pwr +15 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% darkness +3% blight Mind.save +5 (+2 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dispeller's cashmere robe of power (Shrouds) (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +8% all ----- def ----- Resists +8% lightning +8% darkness +8% light +7% blight +8% fire +7% cold +11% all Phys.save +12 (+3 eff.) Spell.save +23 (+6 eff.) Mind.save +14 (+5 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (Shrouds) (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% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Curse of Shrouds Jump to a nearby location within range 7, blasting everything within radius 2 (56 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (96 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. |
Shinehash (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% light ---------- misc Equi/ret +0.04 Light +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Borirorim (Madness) (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Acc +8 (+3 eff.) ----- def ----- Armour +3 Resists +6% acid +15% darkness Phys.save +8 (+2 eff.) Mind.save +20 (+7 eff.) Disarm- +41% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Searspawner (Nightmares) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% fire +20% mind +20% light Acc +7 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +3% Resists +3% mind +6% fire Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (Corpses) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Corpses Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 61.85 to 185.56 lightning damage (123.71 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Hatholar (Shrouds) (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% physical Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +8% cold Die.at -20.00 life ---------- misc Breathe water Curse of Shrouds A hat made of leather. Very stylish. |
stralite mail armour 'Emegabeth' (Corpses) (11 def, 20 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Spell.crit +2% Dmg.mod +12% temporal Res.pen +5% arcane ----- def ----- Armour +20 Defense +11 (+4 eff.) Fatigue +6% Resists +18% blight +13% darkness Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +13 (+5 eff.) ---------- misc Max.mana +60.00 Light +1 Curse of Corpses A suit of armour made of mail. |
Islarira the drakeskin leather armour (Nightmares) (35 def, 8 armour)9.0 T5 light armor [Rare] Disrupt While equipped: dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +8 Defense +35 (+12 eff.) Fatigue +8% Resists +13% nature +17% blight Die.at -80.00 life ---------- misc Max.stam +20.00 Curse of Nightmares A suit of armour made of leather. |
rough leather armour (Misfortune) (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Curse of Misfortune A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
74 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Dazzleream (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% light +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% nature +6% temporal 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(136 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Nimaura the Cornac Adventurer level 26
78th Haze 122nd year of Ascendancy at 07:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nimaura the Cornac Adventurer level 19
67th Dusk 122nd year of Ascendancy at 13:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Nimaura the Cornac Adventurer level 20
40th Haze 122nd year of Ascendancy at 09:55 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Nimaura the Cornac Adventurer level 27
1st Decay 122nd year of Ascendancy at 17:54 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nimaura the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 13:50 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Nimaura the Cornac Adventurer level 20
11st Haze 122nd year of Ascendancy at 20:22 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Nimaura the Cornac Adventurer level 20
29th Haze 122nd year of Ascendancy at 20:38 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Nimaura the Cornac Adventurer level 22
58th Haze 122nd year of Ascendancy at 01:50 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Nimaura the Cornac Adventurer level 8
5th Mirth 122nd year of Ascendancy at 10:40 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Nimaura the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 04:14 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Nimaura the Cornac Adventurer level 26
80th Haze 122nd year of Ascendancy at 01:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Nimaura the Cornac Adventurer level 17
19th Dusk 122nd year of Ascendancy at 06:08 see stats
Log
You gain 15.63 gold from the melting of warden's stralite steamgun of piercing (Corpses).
You collect a new ingredient: lump of stralite (1).
You gain 17.75 gold from the melting of Dregrim (Shrouds).
You gain 7.54 gold from the melting of surging yew vilestaff of wizardry (Madness) (20-24 power, 4 apr, fire element).
You gain 9.25 gold from the melting of magewarrior's short elven-wood vilestaff of fate (Nightmares) (25-30 power, 5 apr, acid element).
You gain 22.05 gold from the melting of elven-wood vilestaff 'Belygachak' (Shrouds) (25-30 power, 5 apr, blight element).
You gain 20.01 gold from the melting of hardened leather sling 'Frostsquall' (Nightmares).
You collect a new ingredient: lump of stralite (1).
You gain 7.11 gold from the melting of balanced stralite mace of the mystic (Corpses) (36-50 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 23.95 gold from the melting of Shadezeal (Corpses) (70-106 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 22.51 gold from the melting of Galesteel (Corpses) (40-61 power, 3 apr).
You gain 0.50 gold from the melting of stralite amulet.
You gain 1.57 gold from the melting of steam generator implant (steam 4).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:40.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Saving done.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:51.
Saving game...
Saving done.
The furious lightning storm around Nimaura calms down and disappears.

















































































































