










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Shader Control 1.7.6增加对部分游戏特效(隐身、潜行、闪电加速、势不可挡)的控制。在游戏选项-插件界面。 Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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: Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog 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 Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Artificer |
| Level / Exp | 10 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 10 on the 9th Haze 122nd year of Ascendancy at 10:52 / 1 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 16 (base 13) |
| Constitution | 21 (base 11) |
| Magic | 11 (base 11) |
| Willpower | 17 (base 11) |
| Cunning | 37 (base 34) |
Resources
| Life | -10/332 |
| Healing Factor | 1.244804467222 |
| Regeneration | 7.7800279201377 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 33 |
| Crit Chance | 11% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Crit. mult. | +150% |
| Acid | +15% |
| Temporal | +6% |
| Blight | +3% |
| Physical | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (36.764479797227%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 21 |
| Mental Save | 21 |
Defense: Resistances
| Crit. shrug | +1% |
| Lightning | + 5%( 70%) |
| Nature | + 20%( 70%) |
| Temporal | + 11%( 70%) |
| Blight | + 23%( 70%) |
| Acid | + 6%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 39% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 114 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Power user | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Toolsmithing | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Imbuing | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Experimental imbuing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Inventory management | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.11 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 within | active |
Equipment
| Charm Bandolier 2 | elm totem of healing (bandolier 2) [power 110] (5/9 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts Talent Bandolier Slot 2 on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 38% (based on Cunning). Uses 30 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Ce'Nidatta2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +4 Resistance +6% acid Spell save +9 (+5 eff.) Life +43.00 Life Regen +2.00 other ------- 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 | Belodhena (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Defense +6 (+3 eff.) Resistance +5% lightning +11% temporal +3% blight A pointy cloth hat, very wizardly... |
| Charm Bandolier 1 | elm wand of conjuration (bandolier 1) [power 100] (7/9 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 fire damage Puts Talent Bandolier Slot 1 on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Tool | iron torque of gale force [power 100] (2/9 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 103 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Emoth'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +3% blight +6% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | arcing balanced iron greatsword of daylight (117% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 117% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapon Aptitude Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.7% Attack Speed 100% On-hit +10 light Damage Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +39% Crafted by: please just let me get to level 14 Massive two-handed swords. |
| On hands | sand iron gauntlets of dexterity (+3) (0 def, 6 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 physical Damage +3% physical Accuracy +11 (+5 eff.) defense ------ Armor +6 Fatigue +1% Unarmed combat: Weapon Damage 99% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% On-Hit, radius 1 +5 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
| Cloak | Porubrewe the Carrionbrawn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +15% acid On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +1 (+1 eff.) Resistance +3% cold Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of mastery (0.11 Technique / Combat training)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 other ------- Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
Inventory
acid wave rune of the wizard (damage 85; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 85.33 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. |
psionicist's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+5 eff.) Mindpower +6 (+3 eff.) defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
Boltsmash the elm magestaff (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Mind Crit +3% Spellpower +3 (+3 eff.) Damage +12% lightning +10% fire +3% acid Ignore resists +5% acid defense ------ Defense +6 (+3 eff.) other ------- Hate-on-crit +2.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 1.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Fogclash (100% power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +11.00% Spellpower +3 (+3 eff.) Mindpower +20 (+10 eff.) Damage +9% mind +10% cold Ignore resists +5% darkness When Hit 2 mind other ------- Max hate +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+7 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 4 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 62.09 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (124). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm magestaff of might (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+3 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nerywyn the Flarespike (130% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 nature +8 fire On-Hit, radius 1 +12 fire While equipped: offense ------ Ignore resists +20% nature Massive two-handed mauls. |
iron greatmaul 'Deepswedge' (131% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Damage +3% darkness +6% cold Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 14% * 10% chance to reduce armor by 16% defense ------ Resistance +6% darkness Massive two-handed mauls. |
Bogparry (114% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapon Aptitude Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Damage +3% nature Accuracy +10 (+5 eff.) defense ------ Resistance +6% nature Sharp, long, and deadly. |
mossy mindstar 'Yvywen' (94% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Accuracy +15 (+7 eff.) defense ------ Resistance +5% arcane Life +12.00 Life Regen +0.60 other ------- 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. |
Stormlash (115% power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+4 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 10.28 to 30.83 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Amivon the Glitterbloom (17/17, 124% power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 124% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +9.0% Capacity 17 On-ranged-hit +16 light On-Hit, radius 1 +8 light On-crit, radius 2 +8 light On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
iron shield 'Belasenor' (0 def, 8 armour, 98% power, 59.5 block)7.0 Encumbrance T1 shield armor [Rare] Arcane When used to Attack: Weapon Damage 99% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +60 On-crit, radius 2 +11 light +14 fire While equipped: Stats +2 Mag offense ------ On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +5% light +7% fire Physical save +9 (+5 eff.) other ------- Talents +1 Block Handheld deflection devices. |
shocking iron shield of purity (0 def, 2 armour, 93% power, 17.5 block)7.0 Encumbrance T1 shield armor [Ego] Nature When used to Attack: Weapon Damage 93% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +18 While equipped: offense ------ On-Hit 5 lightning When Hit 2 lightning defense ------ Armor +2 Fatigue +8% Resistance +10% nature +11% blight other ------- Talents +1 Block Handheld deflection devices. |
cleansing rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +16% lightning +10% nature +11% blight A suit of armour made of leather. |
Emunne the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Defense +10 (+5 eff.) Resistance +6% fire +9% nature +5% cold Confus Resist +10% other ------- EQ when Hit +0.04 A belt that goes around your waist. |
linen cloak 'Glacierwither' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +6% mind +6% cold Accuracy +5 (+3 eff.) defense ------ Defense +6 (+3 eff.) Mind save +9 (+5 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betuna the Muckvice (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +1 Fatigue -5% Resistance +3% darkness +6% temporal Physical save +6 (+4 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
Eareromindil the Flowerire (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% nature +3% fire On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Armor +1 Resistance +3% nature Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.0 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Manotar the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Mind Crit +1% Spellpower +3 (+3 eff.) Mindpower +10 (+5 eff.) When Hit 4 arcane defense ------ Armor +1 A pair of boots made of leather. |
Burnblast (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% lightning defense ------ Armor +3 Fatigue +2% Resistance +6% mind +6% fire Rush: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorchward the linen wizard hat (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% fire defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% mind Mind save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
Dawnire the rough leather cap (15 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Con offense ------ Ignore resists +5% light defense ------ Armor +5 Defense +15 (+8 eff.) Fatigue +1% other ------- Light +1 A cap made of leather. |
Geyamas the Murkwrither (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% blight +6% darkness defense ------ Armor +3 Fatigue +5% Resistance +6% blight +10% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Smearsin the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Ignore resists +10% nature defense ------ Armor +3 Fatigue +5% Resistance +3% nature Physical save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+7 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
4 agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Blindnigh the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Physical Power +15 (+7 eff.) defense ------ Resistance +9% mind other ------- Light +6 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. |
Gloravea the Strikedash2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +12% fire Crit Resistance 10.00% Blind Resist +10% other ------- Vim-on-crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Hathasus the Ashspiker2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning defense ------ Resistance +3% cold +12% fire +6% nature +5% arcane Life +41.00 other ------- 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. |
Korigokath2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Resistance +12% mind Physical save +6 (+4 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +5 See Invis +7 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe 'Undeathhue' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Damage +3% lightning On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +6% nature other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
elm totem of summon tentacle 'Murkonslaught' [power 100] (2/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +20% darkness +10% lightning When Hit 4 fire Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 106 Armor: 3 All Resist: 0 Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (2/12 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
component of accuracy (ammo)0.0 Encumbrance Crafted by a master Modifies crafted object: Weapon combat: Accuracy: +5 - +25 Affinity: ammo Components can be used to enhance items being crafted! |
self-loading component (ammo)0.0 Encumbrance Powered by arcane forces Modifies crafted object: Weapon combat: Turns elapse between self-loadings: 5 - 2 Affinity: ammo Components can be used to enhance items being crafted! |
thought-forged component (ammo)0.0 Encumbrance Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 16 Reloads ammo every 6 turns Affinity: ammo Components can be used to enhance items being crafted! |
2 component of lightning resistance (body)0.0 Encumbrance Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: body Components can be used to enhance items being crafted! |
2 component of speed (feet)0.0 Encumbrance Powered by arcane forces Modifies crafted object: While equipped: Movement speed: +25% Affinity: feet Components can be used to enhance items being crafted! |
component of tirelessness (feet)0.0 Encumbrance Crafted by a master Modifies crafted object: While equipped: Stamina each turn: +0.30 - +1.30 Maximum stamina: +10.00 - +40.00 Affinity: feet Components can be used to enhance items being crafted! |
miner's component (feet)0.0 Encumbrance Crafted by a master Modifies crafted object: While equipped: Armour: +1 - +9 Infravision radius: +1 - +3 Affinity: feet Components can be used to enhance items being crafted! |
traveler's component (feet)0.0 Encumbrance Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Maximum encumbrance: +20 - +50 Physical save: +5 - +15 Affinity: feet Components can be used to enhance items being crafted! |
balanced component (melee)0.0 Encumbrance Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
component of dampening (melee)0.0 Encumbrance Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% cold * +7% - +17% fire * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
2 component of phasing (melee)0.0 Encumbrance Powered by arcane forces Modifies crafted object: Weapon combat: Armour Penetration: +5 - +25 Damage Shield penetration (this weapon only): +10% - +20% Affinity: melee Components can be used to enhance items being crafted! |
2 thought-forged component (melee)0.0 Encumbrance Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 16 While equipped: Changes stats: * +1 - +7 Cun * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
fungal component (ranged)0.0 Encumbrance Infused by nature Modifies crafted object: While equipped: Changes stats: * +1 - +7 Con Masteries: * +0.1 - +0.2 Wild-gift / Fungus When activated: regenerate 60 - 260 life over 5 turns Puts all charms on cooldown for 20 turns Affinity: ranged Components can be used to enhance items being crafted! |
reinforced component (shield)0.0 Encumbrance Crafted by a master Modifies crafted object: Weapon combat: Block value: +20 - +100 While equipped: Armour: +1 - +11 Affinity: shield Components can be used to enhance items being crafted! |
component of might (staff)0.0 Encumbrance Powered by arcane forces Modifies crafted object: While equipped: Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
2 potent component (staff)0.0 Encumbrance Powered by arcane forces Modifies crafted object: Weapon combat: Base Damage: +2 - +12 While equipped: Changes damage: * +2% - +12% of staff elemental bonus Spellpower: +2 - +5 Affinity: staff Components can be used to enhance items being crafted! |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By please just let me get to level 14 the Cornac Artificer level 10
7th Haze 122nd year of Ascendancy at 11:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By please just let me get to level 14 the Cornac Artificer level 7
79th Dusk 122nd year of Ascendancy at 00:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By please just let me get to level 14 the Cornac Artificer level 7
2nd Mirth 122nd year of Ascendancy at 14:09 see stats
Log
Poromira the dozing giant venus flytrap uses Pheromones.
Summons flock towards Please just let me get to level 14.
Poromira the dozing giant venus flytrap uses Boiling Shot.
Poromira the dozing giant venus flytrap's Boiling Shot hits please just let me get to level 14 for 36 physical, (1 armor), 2 nature (38 total damage).
Poromira the dozing giant venus flytrap hits please just let me get to level 14 for 12 nature damage.
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Please just let me get to level 14 uses Infusion: Wild.
Please just let me get to level 14 stops being poisoned.
Please just let me get to level 14 is cured!
Please just let me get to level 14 lessens the pain.
Please just let me get to level 14 activates her elm wand of conjuration (bandolier 1)!
please just let me get to level 14 hits Poromira the dozing giant venus flytrap for 81 fire damage.
Giant spider uses Spit Poison.
Please just let me get to level 14 is poisoned!
War hound hits please just let me get to level 14 for 41 physical damage.
Giant spider hits please just let me get to level 14 for (4 armor), 7 nature (7 total damage).
Poromira the dozing giant venus flytrap speeds up.
Please just let me get to level 14 shrugs off Poromira the dozing giant venus flytrap's 'Harassed'!
Mechanical Arms hits please just let me get to level 14 for 5 nature damage.
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please just let me get to level 14 hits Poromira the dozing giant venus flytrap for 37 physical, 9 light, 5 physical (50 total damage).
Poromira the dozing giant venus flytrap uses Blunt Shot.
Poison from Giant spider hits please just let me get to level 14 for 12 nature damage.
Please just let me get to level 14 is stunned!
Poromira the dozing giant venus flytrap's Blunt Shot hits please just let me get to level 14 for 20 physical, (1 armor), 2 nature (22 total damage).
Poromira the dozing giant venus flytrap hits please just let me get to level 14 for 11 nature damage.
Giant spider hits please just let me get to level 14 for 11 nature damage.
please just let me get to level 14 the level 10 cornac artificer was slimed to death by a giant spider on level 1 of Heart of the Gloom.
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Damage dealt
=====================
28,854 physical
9,491 fire
1,612 light
1,056 lightning
730 arcane
326 blight
=====================
Damage taken
=====================
5,752 physical
1,970 nature
1,885 cold
638 fire
590 mind
565 blight
431 light
120 lightning
67 darkness
38 acid
14 temporal
2 arcane




















































