


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. FlexSpec Respec Limitation Relaxer 1.5.5Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.6.0This 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 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 24 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 17 on the 34th Haze 122nd year of Ascendancy at 18:45 0 / 7Killed by luminous horror at level 17 on the 55th Haze 122nd year of Ascendancy at 13:06 Killed by Mindworm at level 22 on the 6th Allure 123rd year of Ascendancy at 19:50 Killed by Beluralema the golem at level 22 on the 27th Regrowth 123rd year of Ascendancy at 08:53 Killed by Poleyana the whitehoof ghoul at level 22 on the 27th Regrowth 123rd year of Ascendancy at 12:39 Killed by forest wight at level 24 on the 75th Regrowth 123rd year of Ascendancy at 07:06 Killed by ghast at level 24 on the 75th Regrowth 123rd year of Ascendancy at 08:02 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 18) |
| Dexterity | 41 (base 40) |
| Constitution | 35 (base 32) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 47 (base 31) |
Resources
| Life | -10/528 |
| Steam | 63/100 |
| Equilibrium | 0 |
| Psi | 114/114 |
| Healing Factor | 0.58292682926833 |
| Regeneration | 0.14573170731708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +73.206442166911% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 27 |
| Crit Chance | 24% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 35 (30%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 16 |
| Physical Save | 22 |
| Spell Save | 11 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 17%( 70%) |
| All | + 2%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 8%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 31% |
| Disarm Resistance | 60% |
| Stun Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Dexterity 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 116% efficiency and cooldown mod of 55%. 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 113% efficiency and cooldown mod of 62%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Miasma Engine |
| talent | Exoskeleton |
| detrimental effect | Reduces global action speed by 36%. Slow |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 7% talent failure, 79% reduced healing, and take 78.08 additional acid damage from melee and ranged attacks. Miasma Engine |
| detrimental effect | The target is cursed, reducing all resistances by 5%. Curse of Vulnerability |
| beneficial effect | You gain 13% resistance against darkness. Resolve |
| detrimental effect | The target is poisoned, taking 28.64 nature damage per turn. Healing received is reduced by 70%. The source of this effect receives healing equal to 40% of the damage it deals to the target. Deadly Poison |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 9 and doing 36.36 blight damage per turn. Decrepitude Disease |
| beneficial effect | 32% of all incoming damage is redirected to the adjacent Guardian Turret. Guardian Shield |
| beneficial effect | 9% chance to fully absorb any damaging actions. Smogscreen |
| detrimental effect | Huge cut that bleeds, doing 9.46 physical damage per turn. Bleeding |
Quests
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Neralaith the great wolf. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Sleep (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | invigorating pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -7% Max.HP +43.00 ---------- misc Stam/turn +0.40 Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of wind (8/17, 27-32.4 power, 2 apr) 3.0 T2 shot ammo [Ego+] Nature/Master Power 27.0 - 32.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 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.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Crown of Command (3 def, 6 armour) 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +2 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical Mind.save +3 (+2 eff.) ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +60% ---------- misc Talents +1 Iron Grip Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | iron torque of clear mind [power 1] (40 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 40 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +21% Rings can have magical properties. |
| On fingers | Singeoblivion0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid +3% fire +3% physical Rings can have magical properties. |
| Around neck | stabilizing gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% temporal Pinning- +32% Knockbk- +28% Amulets can have magical properties. |
| In main hand | Signal 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Crit +8.0% Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 16 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
| Around waist | blurring rough leather belt 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +6 ---------- misc Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Cun Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | enveloping linen cloak (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Resists +6% lightning Phys.save +5 (+2 eff.) Stun/Frz- +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 | volcanic cured leather armour (6 def, 18 armour) 9.0 T2 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +18 Defense +6 (+3 eff.) Fatigue +7% Resists +11% physical +11% fire Crit.dmg- 28.00% HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
Inventory
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Air Recycler0.1 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: 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. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
starlit copper amulet of mastery (0.11 Steamtech / Demolition)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +21% ---------- misc Masteries +0.11 Steamtech/Demolition Amulets can have magical properties. |
psionicist's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +7 Wil ----- def ----- Mind.save +14 (+7 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +17 See.Invis +7 Rings can have magical properties. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 20% Str Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel dagger of phasing (19-24.7 power, 19 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 19.0 - 24.7 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +6.0% Atk.spd 100% Phasing +14% Sharp, short and deadly. |
warbringer's steel dagger of crippling (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% Sharp, short and deadly. |
dwarven-steel greatmaul (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 41.5 - 62.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
elemental dwarven-steel greatmaul of shearing (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +16% acid Res.pen +16% acid +10% all Acc +10 (+5 eff.) Apr +10 Massive two-handed mauls. |
chilling steel greatsword (20.5-32.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 20.5 - 32.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold Massive two-handed swords. |
Acera (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 15 acid damage in a 4 radius ball. This damage will increase by 9% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
balanced steel longsword (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +22% Sharp, long, and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 58.26 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (117). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ranger's iron steamgun of life draining4.0 T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Crit +0.0% Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 draining blight On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thunderous iron steamgun of true shot4.0 T1 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Crit +0.0% Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 dazing lightning Uses 2.0 Steam While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +1 Cun +1 Con dps ---------- Phys.crit +6.0% Res.pen +6% lightning Acc +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
enveloping cashmere cloak of the Shaloren (10 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +10 (+5 eff.) Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightusher (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +12% light Phys.save +16 (+8 eff.) Mind.save +17 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +4.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of evasion (2 def, 3 armour)3.0 T1 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +2% Resists +5% lightning +6% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+6 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Nightwill (0 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +8 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Res.pen +25% darkness Acc +20 (+10 eff.) ----- def ----- Armour +11 Fatigue +3% Resists +2% physical A hat made of leather. Very stylish. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
linen wizard hat 'Corpsestar' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +17% nature +6% cold ----- def ----- Defense +1 (+1 eff.) Resists +22% nature +3% temporal Mind.save +0 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+6 eff.) Mind.save +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +11% darkness HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of mail. |
prismatic stralite mail armour of implacability (4 def, 13 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +4 (+2 eff.) Fatigue +8% Resists +11% light +12% darkness Phys.save +5 (+2 eff.) A suit of armour made of mail. |
radiant stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +13 Fatigue +22% Resists +10% blight +14% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
flaming dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 33-39.6 power, 77.5 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 8 fire Melee Ret 9 fire ----- def ----- Armour +6 Fatigue +8% Resists +20% cold ---------- misc Talents +1 Block Handheld deflection devices. |
132 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. |
7 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Smearkiss' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Defense +15 (+6 eff.) Fatigue -4% Crit.dmg- 15.00% Spell.save +9 (+9 eff.) Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+5 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +5 (+5 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
3 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 55% cooldown modifier. Heal 146 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 (18/18, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Ulithel' (17/17, 22-26.4 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Rld cld 4 Ranged+ +20 mind On Hit.r1 +20 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Dazzlesteel' (23/23, 44-52.8 power, 5 apr)3.0 T4 shot ammo [Rare] Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Ranged+ +4 acid +23 darkness +20 light Against +13% Living On Hit.r1 +20 light +8 acid On Crit.r2 +8 light On Hit: * 10% chance to reduce armor by 15% Shots are used with slings to pummel your foes to death. |
slimey pouch of steel shots (14/14, 22-26.4 power, 2 apr)3.0 T2 shot ammo [Ego] Disrupt Power 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 On Hit: * 8% chance to slow global speed by 47% Shots are used with slings to pummel your foes to death. |
crude flash powder0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
crude thunderclap coating0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good saw shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
supercharged iron torque of psionic shield [power 33] (28 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 33 for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
4 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. |
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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Red Death the Cornac Annihilator level 17
28th Haze 122nd year of Ascendancy at 17:17 see stats
Exterminator
Killed 1000 creatures.By Red Death the Cornac Annihilator level 20
1st Wintertide 123rd year of Ascendancy at 05:49 see stats
Level 10
Got a character to level 10.By Red Death the Cornac Annihilator level 10
21st Dusk 122nd year of Ascendancy at 07:06 see stats
Level 20
Got a character to level 20.By Red Death the Cornac Annihilator level 20
10th Decay 122nd year of Ascendancy at 08:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Red Death the Cornac Annihilator level 17
34th Haze 122nd year of Ascendancy at 21:17 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Red Death the Cornac Annihilator level 22
20th Regrowth 123rd year of Ascendancy at 08:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Red Death the Cornac Annihilator level 22
27th Regrowth 123rd year of Ascendancy at 12:03 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Red Death the Cornac Annihilator level 22
27th Regrowth 123rd year of Ascendancy at 04:44 see stats
Log
Saw horror's phys.bleed area effect hits Giant acid ant for 70 physical damage.
Saw horror hits Guardian turret for 58 physical damage.
Saw horror hits Guardian turret for (27 shared), 85 physical (112 total damage).
Saw horror hits Flame turret for 60 physical damage.
Saw horror hits Red Death for 0 physical damage.
Ghast receives 75 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Saw horror for 36 blight damage.
Vampire receives 55 healing from Ghast's purging blight area effect.
Vampire lord receives 55 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Guardian turret for (11 shared), 22 blight (33 total damage).
Ghast's purging blight area effect hits Red Death for (12 exoskeleton), 12 blight (12 total damage).
Skeleton master archer receives 16 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Guardian turret for (4 shared), (10 shared) (14 total damage).
Saw horror killed Flame turret!
Ghast's purging blight area effect killed Guardian turret!
Red Death picks up (l.): elemental dwarven-steel greatmaul of shearing (42-63 power, 2 apr).
Red Death picks up (i.): Moon (10-13 power, 0 apr).
Lore found: Moon
You can read all your collected lore in the game menu, by pressing Escape.
Guardian turret's Gauss Cannon hits Skeleton master archer for 65 lightning damage.
Guardian turret's Gauss Cannon hits Skeleton master archer for 58 lightning damage.
Guardian turret's Gauss Cannon hits Skeleton master archer for 61 lightning damage.
Guardian turret's Gauss Cannon hits Giant acid ant for 67 lightning damage.
Guardian turret's Gauss Cannon hits Skeleton master archer for 57 lightning damage.
Guardian turret's Gauss Cannon killed Giant acid ant!
Ghast shrugs off Red Death's 'Miasma'!
Orc warrior shrugs off Red Death's 'Miasma'!
Skeleton warrior shrugs off Red Death's 'Miasma'!
Saving game...
























































































































