
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder 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: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 23 / 90% |
| Size | big |
| Lifes / Deaths | Killed by Xonne the ritch centipede at level 23 on the 21st Pain 124th year of Ascendancy at 00:12 / 1 |
Primary Stats
| Strength | 96 (base 52) |
| Dexterity | 12 (base 10) |
| Constitution | 80 (base 53) |
| Magic | 36 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 30 (base 19) |
Resources
| Life | -368/887 |
| Steam | 21/100 |
| Healing Factor | 1.9693459804642 |
| Regeneration | 22.700608299048 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 28.894014938291 |
| See Invisible | 28.894014938291 |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 47 |
| Crit Chance | 36% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 47 |
| Crit Chance | 34% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Physical | +17% |
| Arcane | +5% |
| All | 0% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 73.292304923968 (87.807182003187%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 37 |
| Physical Save | 46 |
| Spell Save | 21 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 58%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 20%( 70%) |
| Physical | + 32%( 70%) |
| Lightning | + 44%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 31% |
| Stun Resistance | 28% |
| Pinning Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Gleamrebel (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Cun +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Dmg.mod +12% light Apr +5 On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Armour +4 Fatigue +3% ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | Prismgore (0 def, 11 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Apr +8 ----- def ----- Armour +11 Fatigue +4% Resists +6% light ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand hardened leather gloves of spellstriking (0 def, 9 armour) 1.0 T2 hands armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +12 (+5 eff.) Melee+ 5 arcane 6 physical Dmg.mod +5% arcane +3% physical ----- def ----- Armour +9 Resists +5% arcane ---------- misc Talents +1 Sand Shredder 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 | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +7 (+4 eff.) Confus- +31% Rings make your fingers look great! |
| Around neck | gold amulet 'Brandbreaker'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Mag +4 Wil +2 Cun dps ---------- Melee Ret 4 fire ----- def ----- Resists +12% lightning +9% acid Stun/Frz- +28% Amulets make your neck look great! |
| In main hand | Cuthetodunachak (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +66 On Hit.r1 +16 physical Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Mag +7 Wil dps ---------- Phys.crit +15.0% Phys.pwr +11 (+3 eff.) Spell.pwr +9 (+4 eff.) Dmg.mod +6% physical ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +22% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | flaming dwarven-steel steamsaw of fire resistance (+16%) (22-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +16% fire ---------- 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! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Leliyathel the dwarven-steel mail armour (3 def, 17 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +17 Defense +3 (+2 eff.) Fatigue +12% Resists +20% blight +15% cold +3% darkness A suit of armour made of mail. |
Inventory
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 32.33 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all!Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 10] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (10% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.18 Max.mana +24.00 Amulets make your neck look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag 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 (+5 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. |
hateful steel battleaxe of amnesia (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 darkness Against +7% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
steel battleaxe of daylight (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +10% Undead Massive two-handed battleaxes. |
Boltpyre the dwarven-steel battleaxe (44-67 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +6% blight +9% darkness +9% nature HP.reg +4.00 Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Arthyduhek' (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +23 cold On Hit.r1 +13 fire On Crit.r2 +8 blight On Hit: * Create an explosion dealing 66 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +19% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
warbringer's stralite greatsword of massacre (60-97 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 60.5 - 96.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +21% Massive two-handed swords. |
arcing steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Blunt and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 91.70 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
balanced dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +27% Sharp, short and deadly. |
dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger of persecution (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +7% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
dwarven-steel dagger of shearing (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +10 (+3 eff.) Apr +8 Sharp, short and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
manaburning vined mindstar of resolve (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +4% arcane Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swiftstrike cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
Signal4.0 T2 steamgun 1H weapon Reqs Dex 20 [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 7 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Titan4.0 T2 steamgun 1H weapon Reqs Dex 20 [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
quiver of yew arrows 'Beydradur' (19/19, 47-66 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Nature/Master Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +16.0% Capacity 19 Proj.spd +400% Ranged+ +15 fire On Crit.r2 +11 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 181 physical damage On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +11% nature +13% blight A suit of armour made of leather. |
duelist's hardened leather armour of Eyal (13 def, 10 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +6 Cun +3 Dex ----- def ----- Armour +10 Defense +13 (+7 eff.) Fatigue +8% Max.HP +20.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of leather. |
Elorassra the Spiderraider (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Wil dps ---------- Dmg.mod +24% mind Res.pen +10% mind Melee Ret 8 nature ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +14% nature +15% blight D.Red.from +9% Unnatural ---------- misc Psi/ret +0.08 A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +29.00 HP.reg +4.00 Heal.mod +10% ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
noble's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
cashmere cloak 'Freezeresolve' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Mag dps ---------- Res.pen +15% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +10 (+5 eff.) Resists +6% acid +3% temporal Phys.save +10 (+3 eff.) Spell.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowsquall the pair of hardened leather boots (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +8 Resists +11% acid +6% temporal +9% light +16% fire +21% cold +3% mind +8% lightning Mind.save +12 (+6 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Tulusamas' (0 def, 16 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Armour +16 Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Infravis +2 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +5% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Darkvortex the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness +15% acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal +3% darkness +6% acid ---------- misc Light +2 A hat made of leather. Very stylish. |
hardened leather hat 'Sleetresolve' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% cold Res.pen +10% cold Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Crit.chn- 10.00% Mind.save +15 (+8 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 322.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Frozenransom (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +3% cold Res.pen +10% darkness Melee Ret 8 cold ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +20% cold A pointy cloth hat, very wizardly... |
bladed hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +2 Dex ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 322.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
2 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
simple healing salve [power 120] simple healing salve [power 120]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 120 Puts Talent Medical Injector on 13 cooldown Medical salve. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The 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. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Xulewe the Whitehoof Sawbutcher level 2
10th Retaking 124th year of Ascendancy at 17:17 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Xulewe the Whitehoof Sawbutcher level 13
22nd Revenge 124th year of Ascendancy at 09:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Xulewe the Whitehoof Sawbutcher level 10
9th Revenge 124th year of Ascendancy at 20:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Xulewe the Whitehoof Sawbutcher level 20
19th Pain 124th year of Ascendancy at 19:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Xulewe the Whitehoof Sawbutcher level 16
13rd Pain 124th year of Ascendancy at 22:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Xulewe the Whitehoof Sawbutcher level 22
20th Pain 124th year of Ascendancy at 12:19 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Xulewe the Whitehoof Sawbutcher level 23
20th Pain 124th year of Ascendancy at 17:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Xulewe the Whitehoof Sawbutcher level 16
13rd Pain 124th year of Ascendancy at 22:29 see stats
Log
Xonne the ritch centipede uses Mind Sear.
Rotting Disease from Xerowyn the ritch larva hits Xulewe for (8 flat reduction), 8 blight (8 total damage).
Xonne the ritch centipede hits Xulewe for (8 flat reduction), 295 mind (295 total damage).
Xulewe shreds through sandwalls!
Burning from Xulewe hits Larvae bloated ritch mother for 9 fire damage.
Xonne the ritch centipede converts some damage to Psi!
Burning from Xulewe hits Xonne the ritch centipede for 3 to psi, 4 fire (7 total damage).
Burning from Xulewe hits Xerowyn the ritch larva for 8 fire damage.
Xerowyn the ritch larva uses Warshout.
Xulewe wanders around!
Rotting Disease from Xerowyn the ritch larva hits Xulewe for (8 flat reduction), 5 blight (5 total damage).
Xonne the ritch centipede uses Sleep.
Xulewe has been put to sleep.
You are asleep and unable to move!
Larvae bloated ritch mother stops burning.
Xonne the ritch centipede stops burning.
Xerowyn the ritch larva stops burning.
Larvae bloated ritch mother hits Xulewe for (2 flat reduction), 0 blight (0 total damage).
Melee retaliation hits Larvae bloated ritch mother for 4 fire damage.
Xulewe is suffering from insomnia.
Talent Bloodstream is ready to use.
Rotting Disease from Xerowyn the ritch larva hits Xulewe for (6 flat reduction), 7 blight (7 total damage).
You are asleep and unable to move!
Xonne the ritch centipede uses Mind Sear.
Xonne the ritch centipede hits Xulewe for (4 flat reduction), 242 mind (242 total damage).
Xulewe the level 23 whitehoof sawbutcher was mentally tortured to death by Xonne the ritch centipede on level 3 of Ritch Hive.
Xulewe is no longer sleeping.














































































































