












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 30 / 99% |
| Size | big |
| Lifes / Deaths | Killed by Xebeth the corrupted dendritic hemospinner at level 30 on the 62nd Regrowth 123rd year of Ascendancy at 21:38 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 57) |
| Dexterity | 9 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 63 (base 47) |
| Cunning | 32 (base 28) |
Resources
| Life | -267/1064 |
| Hate | 100/100 |
| Equilibrium | 30 |
| Steam | 100/100 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 7.2450923312209 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 49 |
| Crit Chance | 10% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 49 |
| Crit Chance | 12% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +15% |
| Temporal | +3% |
| Blight | +15% |
| Physical | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +19% |
| Physical | +44% |
| Nature | +22% |
| Blight | +29% |
| Arcane | +24% |
| Cold | +19% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (100%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 41 |
| Physical Save | 35 |
| Spell Save | 33 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 34%( 70%) |
| Cold | + 35%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 41%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 55% |
| Fear Resistance | 35% |
| Poison Resistance | 20% |
| Blind Resistance | 25% |
| Disarm Resistance | 100% |
| Teleport Resistance | 20% |
| Pinning Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
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 talent Lacerating Strikes (+1 level(s)). | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. * You've found the needed vampire lord fang. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Talents +4 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | alchemist's lamp 'Unlightusher'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% blight Res.pen +20% blight ----- def ----- Resists +3% darkness Spell.save +6 (+3 eff.) Max.HP +64.00 ---------- misc Mana/s.crit +2.00 Max.vim +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xuda the Frigidpanic (6 def, 10 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +25 (+7 eff.) Dmg.mod +15% mind Res.pen +10% cold Melee Ret 4 mind ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+4 eff.) ---------- misc Psi/ret +0.08 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful voratun gauntlets of butchering (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+3 eff.) Apr +12 ----- def ----- Armour +3 Fatigue +5% Resists +12% blight Spell.save +14 (+7 eff.) HP.reg +6.00 Disarm- +80% ---------- misc Stam/turn +0.50 Max.stam +15.00 Talents +3 Iron Grip 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 | Ce'Nythra [power 250] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- S.pwr/crit +6 ----- def ----- Defense +10 (+5 eff.) Crit.chn- 15.00% Spell.save +3 (+2 eff.) Confus- +20% Stun/Frz- +10% Knockbk- +20% Teleport- +20% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 265 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Breezewrecker the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% arcane Melee Ret 4 temporal 2 arcane 2 nature ----- def ----- Max.HP +23.00 Disarm- +25% Pinning- +22% Knockbk- +21% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| On fingers | gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +26% Knockbk- +28% Rings make your fingers look great! |
| Around neck | Mayawen the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Apr +1 ----- def ----- Armour +2 Resists +9% blight +11% light +12% darkness Blind- +25% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
| In main hand | voratun mace 'Manazilasta' (Corpses) (52-72 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 51.5 - 72.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +14 Con +9 Wil ----- def ----- Resists +9% acid +6% temporal +6% light +9% darkness Max.HP +83.00 Curse of Corpses Blunt and deadly. |
| Around waist | Duskparry1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +6% acid +3% lightning +6% darkness +5% blight Die.at -80.00 life Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
| In off hand | caustic voratun longsword of shearing (Madness) (41-57 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +15 acid +5 nature While equipped: dps ---------- Res.pen +10% acid +13% nature +9% all Acc +12 (+4 eff.) Apr +17 Curse of Madness Sharp, long, and deadly. |
| Cloak | cashmere cloak 'Erakor' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% physical Acc +20 (+7 eff.) Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -130.00 life Stun/Frz- +50% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bethunne the dwarven-steel plate armour (15 def, 18 armour) 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% physical Res.pen +20% physical Apr +1 ----- def ----- Armour +18 Hardiness +20% Defense +15 (+8 eff.) Fatigue +25% Resists +8% acid +7% cold +18% fire Max.HP +30.00 ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 149% / cooldown 50%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (die at -410; dur 6; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -410 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 819 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -462; dur 6; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -462 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 923 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -472; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -472 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 943 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 590%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 590% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 26; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 26%, your defense is increased by 26 and all your resistances by 26%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (402.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 414.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap0.1 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: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 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: Second Skin0.1 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: Spring Grapple0.1 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: Viral Injector0.1 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: Voltaic Sentry0.1 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. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Pologana (Nightmares) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +5 Wil dps ---------- Spell.crit +17% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire Res.pen +25% arcane ----- def ----- Defense +30 (+15 eff.) Resists +5% arcane ---------- misc Stam/turn +3.00 Hate/m.crit +5.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Zuboda (Shrouds) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ----- def ----- Defense +25 (+13 eff.) Resists +21% acid +12% fire +4% physical Die.at -60.00 life Heal.mod +20% Stun/Frz- +20% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
chilling voratun greatmaul (Madness) (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 67.0 - 100.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 cold Curse of Madness Massive two-handed mauls. |
steel waraxe 'Aladar' (Corpses) (26-37 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master/Psionic Power 26.5 - 37.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 20% chance to slow global speed by 65% * 13% chance to reduce all saves and defense by 37 While equipped: Stats +1 Cun +1 Wil ----- def ----- Resists +3% darkness +6% nature Curse of Corpses One-handed war axes. |
corrosive voratun steamsaw of evisceration (Madness) (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil Melee+ +11 acid While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Phys.pwr +13 (+4 eff.) On Melee Ret: * 11% chance to reduce armor by 7% ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +14% acid ---------- misc Talents +3 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Starblur' (Shrouds) (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +111 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil On Crit.r2 +16 light On Hit: * 30% chance to reduce armor by 7% While equipped: Stats +6 Str +3 Dex +5 Wil +5 Cun dps ---------- Melee+ 9 acid Melee Ret 16 acid ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +12% light +9% lightning ---------- misc Light +3 Talents +3 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ranger's drakeskin leather sling of acid (Misfortune)4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +7 acid While equipped: Stats +4 Dex dps ---------- Dmg.mod +17% acid Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Hettaremas the Offalfiend (Corpses)4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Rare] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +16 lightning Uses 2.0 Steam While equipped: Stats +3 Wil +3 Mag dps ---------- Crit.mult +20.00% Dmg.mod +28% lightning On Hit (Ranged): * 20% chance to slow global speed by 65% * 20% chance to reduce all saves and defense by 37 ----- def ----- Resists +18% nature Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Shiverbutcher' (Nightmares)4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +17 Crit +5.0% Atk.spd 100% Range +9 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +7 Cun +5 Str dps ---------- Phys.crit +5.0% Steampwr +13 (+6 eff.) Melee Ret 6 cold ----- def ----- Resists +9% acid Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Obsidiankin' (Misfortune)4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 mind +12 darkness On Crit.r2 +20 darkness Uses 2.0 Steam While equipped: dps ---------- Res.pen +20% darkness +15% cold Acc +15 (+5 eff.) ----- def ----- Resists +18% darkness ---------- misc Cooldown Strafe -2 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of stralite shots of torment (20/20, 44-53 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 44.0 - 52.8 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
pouch of voratun shots of erosion (21/21, 54-64 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Nature Power 53.5 - 64.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +12 nature Shots are used with slings to pummel your foes to death. |
cleansing dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +11% cold +10% nature +12% blight ---------- misc Breathe water A suit of armour made of metal plates. |
steady dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +29% 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. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
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. |
3 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. |
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. |
5 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. |
6 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. |
5 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. |
4 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 (+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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
213 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. |
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. |
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! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Torukor the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature +1% physical Blind- +20% Cut- +10% Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nightbone (dig speed 11 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +10 Wil +7 Cun dps ---------- Res.pen +20% fire Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +5 Defense +8 (+4 eff.) Resists +6% darkness +9% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 15 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 20% 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. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 58% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Drugg the Krog Cursed level 21
5th Allure 123rd year of Ascendancy at 00:14 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Drugg the Krog Cursed level 11
19th Dusk 122nd year of Ascendancy at 02:33 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Drugg the Krog Cursed level 26
14th Regrowth 123rd year of Ascendancy at 22:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Drugg the Krog Cursed level 22
2nd Regrowth 123rd year of Ascendancy at 00:56 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Drugg the Krog Cursed level 29
22nd Regrowth 123rd year of Ascendancy at 23:06 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Drugg the Krog Cursed level 28
18th Regrowth 123rd year of Ascendancy at 20:45 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drugg the Krog Cursed level 24
7th Regrowth 123rd year of Ascendancy at 00:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Drugg the Krog Cursed level 10
2nd Flare 122nd year of Ascendancy at 16:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Drugg the Krog Cursed level 20
78th Dusk 122nd year of Ascendancy at 23:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Drugg the Krog Cursed level 30
56th Regrowth 123rd year of Ascendancy at 23:10 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Drugg the Krog Cursed level 19
73rd Dusk 122nd year of Ascendancy at 08:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Drugg the Krog Cursed level 11
35th Dusk 122nd year of Ascendancy at 01:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Drugg the Krog Cursed level 21
1st Haze 122nd year of Ascendancy at 00:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Drugg the Krog Cursed level 15
48th Dusk 122nd year of Ascendancy at 07:08 see stats
Log
Melee retaliation hits Xebeth the corrupted dendritic hemospinner for 0 mind, 0 temporal, 0 arcane, 0 nature (0 total damage).
Drugg has shrugged off 39 damage and is ready for more.
Xebeth the corrupted dendritic hemospinner is weakened by the gloom.
Talent Vitality is ready to use.
Xebeth the corrupted dendritic hemospinner shares damage with his oozes!
Bleeding from Xebeth the corrupted dendritic hemospinner hits Drugg for (39 rampage shugs off), 17 physical (17 total damage).
Burning from Xebeth the corrupted dendritic hemospinner hits Drugg for (26 antimagic), 0 fire (0 total damage).
Drugg receives 18 healing from Unnatural Body.
Mindrot hits Bloated ooze for 1 mind, 1 darkness (2 total damage).
Mindrot hits Bloated ooze for 1 mind, 1 darkness (2 total damage).
Mindrot hits Xebeth the corrupted dendritic hemospinner for 0 mind, 0 darkness (0 total damage).
Mindrot hits Bloated ooze for 2 mind damage.
Mindrot hits Bloated ooze for 2 mind, 1 darkness (3 total damage).
Mindrot killed Bloated ooze!
You revel in attacking a weakened foe! (+2 hate)
Xebeth the corrupted dendritic hemospinner is being stalked by Drugg!
Xebeth the corrupted dendritic hemospinner shares damage with his oozes!
Drugg hits Xebeth the corrupted dendritic hemospinner for 7 physical, 0 nature, 1 nature, 3 physical, 1 nature (12 total damage).
Xebeth the corrupted dendritic hemospinner uses Punishment.
Xebeth the corrupted dendritic hemospinner unleashes a punishing strike for 310% bonus damage!
Xebeth the corrupted dendritic hemospinner performs a melee critical strike against Drugg!
Drugg is recovering from the damage!
Drugg's is vulnerable to attacks and effects!
Xebeth the corrupted dendritic hemospinner performs a melee critical strike against Drugg!
Xebeth the corrupted dendritic hemospinner shares damage with his oozes!
Xebeth the corrupted dendritic hemospinner hits Drugg for 625 physical, 3 mind, (4 antimagic), 0 lightning, (34 antimagic), 0 fire, 322 physical (950 total damage).
Melee retaliation hits Xebeth the corrupted dendritic hemospinner for 0 mind, 0 temporal, 0 arcane, 0 nature, 0 mind, 0 temporal, 0 arcane, 0 nature (0 total damage).
Drugg the level 30 krog cursed was crushed to death by Xebeth the corrupted dendritic hemospinner on level 1 of The Godfeaster.
Xebeth the corrupted dendritic hemospinner is no longer being stalked by Drugg.




















































































































