










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | High Guard |
| Level / Exp | 27 / 33% |
| Size | big |
| Lifes / Deaths | Killed by Sleeping Salida at level 27 on the 6th Decay 122nd year of Ascendancy at 18:17 / 2Killed by Dozing Elaramira at level 27 on the 6th Decay 122nd year of Ascendancy at 18:29 |
Primary Stats
| Strength | 34 (base 30) |
| Dexterity | 21 (base 13) |
| Constitution | 30 (base 27) |
| Magic | 70 (base 43) |
| Willpower | 39 (base 14) |
| Cunning | 49 (base 26) |
Resources
| Life | -223/738 |
| Mana | 510/510 |
| Steam | 100/100 |
| Healing Factor | 1.4092147729953 |
| Regeneration | 21.490525288179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 33.294708266768 |
| See Invisible | 33.294708266768 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 47 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +77% |
| Light | +9% |
| Temporal | +6% |
| Cold | +5% |
| Arcane | +12% |
| Mind | +31% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +30% |
| Light | +10% |
| Temporal | 0% |
| Blight | +15% |
| Mind | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (49.007671158813%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 42 |
| Mental Save | 54 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 24%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 59%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 29%( 70%) |
| Mind | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 42% |
| Poison Resistance | 50% |
| Blind Resistance | 15% |
| Silence Resistance | 26% |
| Bleed Resistance | 60% |
| Disarm Resistance | 100% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Mage adept | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Battle channeling | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Battlemage | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Magical assault | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Phasing | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Medic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Layylle the fox. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
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. | 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 Alchemists | active |
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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Barorain the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Dmg.mod +6% temporal ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Crit.chn- 10.00% Heal.mod +15% Cut- +10% Disarm- +20% ---------- misc Mana/turn +0.11 Max.mana +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Runakalthosus'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +2 Resists +6% blight +6% fire Crit.chn- 5.00% Phys.save +15 (+6 eff.) Die.at -60.00 life HP.reg +3.00 Heal.mod +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 | hardened leather hat 'Cloudpunish' (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Cun +2 Wil dps ---------- Dmg.mod +18% lightning Res.pen +15% lightning Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal Mind.save +9 (+3 eff.) ---------- misc Max.mana +60.00 A hat made of leather. Very stylish. |
| On hands | Holeg the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +1 Cun +5 Wil dps ---------- Crit.mult +5.00% Phys.pwr +7 (+1 eff.) Melee+ 8 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +6% cold HP.reg +6.00 Disarm- +80% ---------- misc Stam/turn +1.10 Psi/ret +0.04 Max.stam +15.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Blazeriver0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% light +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind Mind.save +6 (+2 eff.) Max.HP +34.00 Disarm- +21% Pinning- +28% Knockbk- +28% ---------- misc Light +2 Rings make your fingers look great! |
| On fingers | Duvydunadig the Glitterhunt0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% arcane +6% light Res.pen +10% light +10% fire Melee Ret 8 arcane 4 light ----- def ----- Resists +9% fire Mind.save +7 (+2 eff.) Confus- +32% Rings make your fingers look great! |
| Around neck | steel amulet 'Frigidwild'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +3 Mag +1 Wil dps ---------- Res.pen +10% cold ----- def ----- Crit.chn- 15.00% Phys.save +13 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+5 eff.) Amulets make your neck look great! |
| In main hand | ash magestaff 'Skyknave' (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil +6 Cun dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +24% lightning Res.pen +15% blight ----- def ----- Armour +7 Defense +7 (+3 eff.) Resists +6% lightning ---------- misc Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt 'Snowrain'1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Acc +25 (+8 eff.) ----- def ----- Resists +3% cold Spell.save +10 (+3 eff.) Die.at -60.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of temporal resistance (+12%) (0 def, 11 armour, 135% power, 141.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 135% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +142 While equipped: dps ---------- On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Lisimira' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +9% mind Res.pen +5% mind Acc +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning +1% physical Max.HP +30.00 Stun/Frz- +30% ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Calm (15 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+6 eff.) Resists +20% lightning +13% all Proj.slow +15% HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
regeneration infusion of the titan (heal 212; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, light, blight, arcane, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 3 light, 5 blight, 3 arcane, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 188; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 188.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Shocking Touch0.1 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: Silver Filigree0.1 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 Needlegun0.1 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: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chillobeisance0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% Dmg.mod +3% light Melee Ret 10 cold ----- def ----- Resists +6% cold +3% light +15% temporal Pinning- +25% Knockbk- +25% Amulets make your neck look great! |
gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Sleetgasher the dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 116% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +20 cold +11 fire While equipped: dps ---------- Dmg.mod +15% cold Melee Ret 10 light 6 cold ----- def ----- Resists +6% lightning Sharp, short and deadly. |
steel dagger 'Elowe' (104% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 105% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +7 Dex dps ---------- Phys.crit +8.0% ---------- misc Max.mana +100.00 Max.vim +20.00 Sharp, short and deadly. |
acidic dwarven-steel greatmaul (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 151% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed mauls. |
Arylaith the dwarven-steel longsword (124% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 124% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +3 Str dps ---------- Dmg.mod +15% acid +8% physical Res.pen +20% mind +10% arcane Acc +11 (+3 eff.) Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
dwarven-steel longsword of massacre (138% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 138% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
chilling dwarven-steel mace of enduring (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Nature Power 133% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 cold While equipped: Stats +8 Con +7 Wil ----- def ----- Max.HP +36.00 Blunt and deadly. |
horrifying thorny mindstar of gales (100% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 8 darkness Dmg.mod +9% lightning +8% physical +5% darkness +9% cold +2% mind ----- def ----- Defense +12 (+5 eff.) Pinning- +21% ---------- 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. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 160% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Oozefurnace (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Wil dps ---------- Spell.crit +12% Crit.mult +33.00% Spell.pwr +9 (+3 eff.) Mind.pwr +15 (+7 eff.) Dmg.mod +20% arcane +15% mind Res.pen +10% nature ---------- misc Psi/ret +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blindmonster the dwarven-steel steamsaw (65% power, 4 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 124% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +3.0% Atk.spd 100% Block +49 On Crit.r2 +16 light Uses 1.0 Steam When used to Attack: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Block +40 While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +8% physical Acc +17 (+5 eff.) Apr +8 ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +8% Resists +4% physical Phys.save +6 (+3 eff.) ---------- misc Talents +2 Block 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! |
rough leather belt 'Xereba'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee Ret 2 mind 2 arcane ----- def ----- Resists +5% arcane Max.HP +30.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanema the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +8% Phys.pwr +5 (+1 eff.) Spell.pwr +18 (+6 eff.) Res.pen +10% mind Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +9% all Die.at -80.00 life ---------- misc Mana/turn +0.13 Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +5% physical +5% temporal +5% all Res.pen +6% temporal +6% physical ----- def ----- Resists +9% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.90 Max.stam +12.00 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
dwarven-steel helm of strength (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Velanne' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +12% cold Phys.save +9 (+4 eff.) Mind.save +3 (+1 eff.) Blind- +10% Disarm- +10% Stun/Frz- +20% ---------- misc Breathe water A hat made of leather. Very stylish. |
linen wizard hat 'Yvonn' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +6% mind Spell.save +6 (+2 eff.) Max.HP +40.00 Cut- +20% A pointy cloth hat, very wizardly... |
Velarin the steel shield (0 def, 4 armour, 118% power, 79 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 118% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Arcane Guardian Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +79 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning +12% physical Max.HP +100.00 HP.reg +4.00 ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
48 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. |
4 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 68/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 120% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 138 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing 'Thunderradiance' [power 398] (13 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 10 arcane ----- def ----- Resists +5% arcane +3% lightning Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 13 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 40% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Duathelwake [power 110] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Resists +12% acid +6% fire Blind- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of shielding [power 158] (12 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Prismpassion' [power 248] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +30.00 Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 87 lightning damage and will be dazed for 1 turn (438 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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. |
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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Edlli the Higher High Guard level 20
7th Haze 122nd year of Ascendancy at 07:52 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Edlli the Higher High Guard level 22
51st Haze 122nd year of Ascendancy at 11:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Edlli the Higher High Guard level 21
32nd Haze 122nd year of Ascendancy at 08:18 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Edlli the Higher High Guard level 24
53rd Haze 122nd year of Ascendancy at 11:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Edlli the Higher High Guard level 10
8th Mirth 122nd year of Ascendancy at 02:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Edlli the Higher High Guard level 20
57th Dusk 122nd year of Ascendancy at 20:46 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Edlli the Higher High Guard level 25
2nd Decay 122nd year of Ascendancy at 07:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Edlli the Higher High Guard level 9
7th Mirth 122nd year of Ascendancy at 11:12 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Edlli the Higher High Guard level 24
52nd Haze 122nd year of Ascendancy at 21:06 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Edlli the Higher High Guard level 13
10th Dusk 122nd year of Ascendancy at 10:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Edlli the Higher High Guard level 17
22nd Dusk 122nd year of Ascendancy at 18:16 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Edlli the Higher High Guard level 27
6th Decay 122nd year of Ascendancy at 18:17 see stats
Log
Talent Block is ready to use.
Talent Phase Strike is ready to use.
Talent Mend is ready to use.
Bleeding from Sleeping Salida hits Edlli for 24 physical damage.
Dozing Elaramira uses Explosive Saw.
Edlli is assailed by an automated saw blade.
Explosive Saw from Dozing Elaramira hits Edlli for 34 physical damage.
Bleeding from Sleeping Salida hits Edlli for 24 physical damage.
Sleeping Salida uses Perfect Strike.
Sleeping Salida aims carefully.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Edlli uses Block.
Sleeping Salida activates a prepared device.
Dozing Elaramira uses Continuous Butchery.
Dozing Elaramira uses Block.
Talent Blunt Thrust is ready to use.
Explosive Saw from Dozing Elaramira hits Edlli for (34 blocked), 0 physical (0 total damage).
Bleeding from Sleeping Salida hits Edlli for (24 blocked), 0 physical (0 total damage).
Dozing Elaramira activates Tempest of Metal.
Explosive Saw from Dozing Elaramira hits Edlli for 34 physical damage.
Bleeding from Sleeping Salida hits Edlli for 24 physical damage.
Sleeping Salida activates a prepared device.
Dozing Elaramira spits acid!
Dozing Elaramira hits Edlli for (28 warded), 159 acid (159 total damage).
Edlli the level 27 higher high guard was scalded to death by Dozing Elaramira on level 6 of Dreadfell.































































































