
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! 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.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Self-Portrait Over Grass 1.7.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Psyshot |
| Level / Exp | 22 / 31% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 16 on the 78th Dusk 122nd year of Ascendancy at 06:09 0 / 6Killed by Ce'Nath the cave bear at level 16 on the 41st Haze 122nd year of Ascendancy at 16:18 Killed by Belidhemina the saw horror at level 21 on the 39th Regrowth 123rd year of Ascendancy at 04:12 Killed by Belidhemina the saw horror at level 21 on the 39th Regrowth 123rd year of Ascendancy at 09:20 Killed by Voryrathra the sandworm destroyer at level 22 on the 46th Regrowth 123rd year of Ascendancy at 00:31 Killed by Mardy at level 22 on the 46th Regrowth 123rd year of Ascendancy at 00:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 11) |
| Dexterity | 53 (base 36) |
| Constitution | 25 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 72 (base 47) |
| Cunning | 42 (base 21) |
Resources
| Life | 575/575 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 162/162 |
| Healing Factor | 1.3245178243369 |
| Regeneration | 16.225343348127 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 55 |
| Crit Chance | 22% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 61 |
| Crit Chance | 29% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Physical | +10% |
| Cold | +6% |
| All | 0% |
| Lightning | +4% |
| Light | +27% |
| Mind | +7% |
| Fire | +12% |
| Nature | +3% |
Offense: Damage Penetration
| Fire | +5% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 30 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | 0%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 44% |
| Poison Resistance | 30% |
| Blind Resistance | 10% |
| Silence Resistance | 20% |
| Bleed Resistance | 30% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Willpower 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 156% efficiency and cooldown mod of 52%. Its effects scale with your Willpower 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 154% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by multi-hued drake hatchling. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Blazewar' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Cun +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Fatigue -3% Resists +12% light Phys.save +16 (+8 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.enc +20 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | thought-forged pouch of dwarven-steel shots of amnesia (17/17, 32-38 power, 3 apr) 3.0 T3 shot ammo [Ego+] Psionic Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Rld cld 6 Ranged+ +5 mind On Hit: * 16% chance to reduce all saves and defense by 29 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ---------- misc Talents +1 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Daimubar the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% nature +3% light Max.HP +42.00 Heal.mod +20% Blind- +10% Disease- +10% ---------- 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. |
| On head | Bogwedge (0 def, 1 armour) 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Con dps ---------- Dmg.mod +3% nature Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight Die.at -60.00 life Silence- +20% A hat made of leather. Very stylish. |
| On hands | Xille (15 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% Resists +6% lightning +15% fire +6% mind +6% light HP.reg +6.00 ---------- misc Stam/turn +0.80 Max.stam +17.00 Talents +2 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Brenegen (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Wil ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glorurin the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% acid +12% fire Res.pen +10% acid ----- def ----- Resists +36% acid +24% fire +3% temporal Mind.save +8 (+2 eff.) Rings make your fingers look great! |
| On fingers | Hettethel0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +19 (+5 eff.) Apr +9 ----- def ----- Armour +4 Defense +9 (+3 eff.) Resists +2% physical Max.HP +20.00 HP.reg +2.00 Confus- +20% Stun/Frz- +25% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Polaminor0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Fatigue -6% Resists +13% mind Phys.save +6 (+3 eff.) Spell.save +12 (+6 eff.) HP.reg +2.00 Confus- +24% Amulets make your neck look great! |
| In main hand | Elunne the steel steamgun 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +18 Crit +12.0% Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +2 Wil +7 Con dps ---------- Crit.mult +15.00% Phys.pwr +8 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Lightshaper' 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +27% light +18% acid Res.pen +10% acid Against +24% Summoned ----- def ----- Resists +6% light D.Red.from +24% Summoned A belt that goes around your waist. |
| In off hand | epiphanous thorny mindstar of gales (9-10 power, 32 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +11.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +7 (+2 eff.) Dmg.mod +4% lightning +6% cold +7% mind +10% physical ----- def ----- Defense +13 (+5 eff.) Pinning- +21% ---------- misc Psi/m.crit +1.00 Talents +1 Attune Mindstar 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 | Porenor the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) Apr +4 Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) Resists +5% nature +5% cold Crit.dmg- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Arorath' (6 def, 4 armour) 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +15.00% Mind.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% acid +10% physical +6% light +8% fire +7% lightning +8% cold Max.HP +40.00 HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Teleport- +10% A suit of armour made of leather. |
Inventory
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: 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: 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. |
Velyrin0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Mag ----- def ----- Max.HP +40.00 Disarm- +20% Amulets make your neck look great! |
steel amulet 'Bethassra'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Apr +1 ----- def ----- Resists +13% temporal +13% light +2% physical +16% mind +10% darkness Die.at -20.00 life Blind- +25% Confus- +28% Pinning- +25% Knockbk- +24% Amulets make your neck look great! |
copper ring 'Adigalle'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +1% Apr +1 ----- def ----- Phys.save +9 (+5 eff.) Mind.save +15 (+5 eff.) Max.HP +20.00 Disarm- +24% Pinning- +21% Knockbk- +21% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +13 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +4 (+2 eff.) Resists +22% acid Rings make your fingers look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
Blindwrither the thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 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% Melee+ +16 light On Hit.r1 +12 fire While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% lightning Res.pen +10% light ----- def ----- Resists +12% light Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
Glorilera (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 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% Melee+ +4 mind While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+1 eff.) Melee+ 3 lightning 4 physical 3 cold 2 acid 4 fire Dmg.mod +6% acid +5% fire +5% cold +6% physical Res.pen +2% acid +3% fire +3% cold +3% physical ----- def ----- Resists +3% lightning +3% physical +3% fire +4% cold +4% acid Mind.save +3 (+1 eff.) Heal/summ +16 ---------- misc Equi/ret +0.08 Max.summ +2 Talents +1 Attune Mindstar 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. |
Growrune4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Crit.r2 +12 nature On Hit: * 10% chance to reduce armor by 10% Uses 2.0 Steam While equipped: Stats +1 Dex +9 Wil +5 Con dps ---------- Dmg.mod +3% nature ----- def ----- Max.HP +18.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
mighty iron steamgun of acid4.0 T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 acid Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Icefiend the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Res.pen +5% arcane ----- def ----- Defense +10 (+4 eff.) Resists +6% cold Stealth +6 ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Max.vim +10.00 A belt that goes around your waist. |
Winteredge the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Apr +4 Melee Ret 2 cold ----- def ----- Resists +11% lightning +8% temporal Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Wretchknave1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% nature +12% cold Res.pen +10% light +25% nature ----- def ----- Resists +6% nature Phys.save +6 (+3 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% fire +5% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
Aerolesin the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +0% nature +11% cold ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayalratira the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +6.0% ----- def ----- Armour +3 Resists +6% lightning +6% temporal ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Shiverhunter the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 6 lightning Dmg.mod +3% lightning +9% cold Res.pen +5% physical Apr +2 ----- def ----- Armour +1 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bregabar the Bleakreek (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +9% fire +9% nature +7% cold Phys.save +15 (+8 eff.) A pointy cloth hat, very wizardly... |
Liserethra the Duskrip (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Lck +4 Cun dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Res.pen +20% darkness +5% lightning ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
Tarryruindur (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% mind Res.pen +25% mind ----- def ----- Armour +8 Fatigue +4% Mind.save +8 (+2 eff.) ---------- misc Equi/ret +0.04 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbusgash (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +27% acid ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% acid Max.HP +39.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 55.11 to 165.33 lightning damage (110.22 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Shadepall the steel shield (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +2 Mag +3 Cun dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Melee Ret 6 darkness ----- def ----- Armour +4 Fatigue +8% ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
12 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. |
146 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. |
6 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 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. |
2 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ce'Nithra the iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +6% lightning +3% mind Spell.save +9 (+5 eff.) Disarm- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Uroruidan the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +11% mind ----- def ----- Armour +2 Die.at -20.00 life ---------- misc Max.stam +10.00 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
2 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. |
powerful fiery salve [power 15] powerful fiery salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 125 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. |
Wildstalker the pouch of steel shots (15/15, 27-32 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Nature/Master Power 27.0 - 32.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 15 Ranged+ +14 lightning +4 nature On Hit.r1 +5 fire On Crit.r2 +6 lightning On Hit: * 20% chance to slow global speed by 57% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of grasping (22/22, 30-37 power, 3 apr)3.0 T3 shot ammo [Ego+] Nature Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 189 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
pouch of iron shots (20/20, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of accuracy (17/17, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego+] Master/Psionic Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
cleansing iron torque of mindblast [power 105] (4/15 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
14 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Mardy the Halfling Psyshot level 16
78th Dusk 122nd year of Ascendancy at 07:12 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mardy the Halfling Psyshot level 21
38th Regrowth 123rd year of Ascendancy at 06:45 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Mardy the Halfling Psyshot level 22
46th Regrowth 123rd year of Ascendancy at 00:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mardy the Halfling Psyshot level 10
6th Dusk 122nd year of Ascendancy at 08:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mardy the Halfling Psyshot level 20
54th Haze 122nd year of Ascendancy at 21:47 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Mardy the Halfling Psyshot level 20
79th Haze 122nd year of Ascendancy at 16:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mardy the Halfling Psyshot level 7
78th Pyre 122nd year of Ascendancy at 16:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mardy the Halfling Psyshot level 7
4th Flare 122nd year of Ascendancy at 17:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mardy the Halfling Psyshot level 20
55th Haze 122nd year of Ascendancy at 04:23 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Mardy the Halfling Psyshot level 22
46th Regrowth 123rd year of Ascendancy at 00:37 see stats
Log
Mardy slows down.
Voryrathra the sandworm destroyer's blood frenzy intensifies!
Mardy is dazed!
Voryrathra the sandworm destroyer hits Mardy for 83 physical, 122 physical (205 total damage).
Melee retaliation hits Voryrathra the sandworm destroyer for (2 flat reduction), 0 physical, (9 flat reduction), 0 fire, (2 flat reduction), 0 physical, (9 flat reduction), 0 fire (0 total damage).
Mardy receives 236 healing.
Mardy receives 33 healing from Hardened leather belt 'Lightshaper' .
Voryrathra the sandworm destroyer is no longer harassed.
Voryrathra the sandworm destroyer shrugs off Mardy's 'Harassed'!
Talent Condensate is ready to use.
Mechanical Arms hits Voryrathra the sandworm destroyer for (12 flat reduction), 9 nature (9 total damage).
Voryrathra the sandworm destroyer raises their leg and snaps it downward in a devastating axe kick.
Voryrathra the sandworm destroyer performs a melee critical strike against Mardy!
Mardy is not dazed anymore.
Voryrathra the sandworm destroyer's blood frenzy intensifies!
Voryrathra the sandworm destroyer hits Mardy for 374 physical damage.
Melee retaliation hits Voryrathra the sandworm destroyer for (2 flat reduction), 0 physical, (9 flat reduction), 0 fire (0 total damage).
Mardy the level 22 halfling psyshot was crushed to death by Voryrathra the sandworm destroyer on level 2 of Sandworm lair.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Voryrathra the sandworm destroyer killed Mardy!
Saving game...
Saving done.
Talent Vaporous Step is ready to use.
Talent Improved Gestalt is ready to use.
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




















































































































