










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Weapon Schematics for Tinkers at Birth 1.5.5 Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Embers of Rage 1.5.0Official Expansion!Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. 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: Items Vault 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows 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. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Quick Drown NPCs AOE 1.5.10 Ashes of Urh'Rok 1.5.0Official Expansion!Forbidden Cults 1.5.9Official 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 | Infinite |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 56 (base 29) |
| Constitution | 16 (base 12) |
| Magic | 59 (base 53) |
| Willpower | 12 (base 12) |
| Cunning | 33 (base 23) |
Resources
| Life | 562/578 |
| Psi | 82/82 |
| Stamina | 159/159 |
| Paradox | 142 |
| Healing Factor | 1.3183870967741 |
| Regeneration | 1.9116612903224 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 16.12694665272 |
| See Invisible | 23.12694665272 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 59 |
| Crit Chance | 32% |
| APR | 21 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +32% |
| Acid | +15% |
| Cold | +15% |
| Physical | +5% |
| Mind | +7% |
| Fire | +6% |
Offense: Damage Penetration
| Lightning | +25% |
| Acid | +15% |
| Mind | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 10.5 (43.636363636364%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 19 |
| Physical Save | 27 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Nature | + 19%( 70%) |
| Lightning | + 46%( 70%) |
| Cold | + 20%( 70%) |
| Physical | + 3%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Munitions | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 1/17 |
| 1/35 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Adventure Friendly Fire Disabler |
| talent | Thermal Shield |
| talent | Lacerating Strikes |
| talent | Kinetic Shield |
| talent | Apply Poison |
| talent | Beyond the Flesh |
| talent | Weapon Folding |
| talent | Venomous Ammunition |
| talent | Numbing Poison |
| talent | Crippling Poison |
Quests
Equipment
| Psionic focus | mighty yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +11.0% Physical power: +14 (+5 eff.) Changes stats: +5 Str Longbows are used to shoot arrows at your foes. |
| Quiver | psychokinetic quiver of elven-wood arrows of erosion (17/17, 42.5-59.5 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +11 temporal / +8 nature / +24 physical Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 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 | linen wizard hat 'Xubrena' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +4 Str / +6 Dex Changes resistances: +16% lightning Changes damage: +11% lightning Maximum life: +40.00 A pointy cloth hat, very wizardly... |
| On feet | Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Hurylerakan (dig speed 18 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Changes stats: +1 Str / +5 Dex Changes resistances: +3% physical Changes damage: +7% mind / +6% fire Mental save: +7 (+3 eff.) Maximum life: +20.00 Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BeteweInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +1 Cun / +2 Con Changes resistances: +30% lightning Changes damage: +15% lightning Critical mult.: +3.00% Physical save: +14 (+7 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Healing mod.: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | wizard's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 16% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 26 light Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | DrikorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+4 eff.) Changes stats: +7 Lck / +3 Str Changes resistances penetration: +5% mind Grants telepathy: Humanoid/Orc Mental save: +3 (+1 eff.) Blindness immunity: +10% Maximum hate: +4.00 Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Arthofast the Morbuswire (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +1 Changes stats: +7 Dex / +3 Cun / +2 Con Changes resistances: +9% nature Changes resistances penetration: +10% nature Light radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | LisymaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +3% mind / +12% acid Changes resistances penetration: +15% acid Changes damage: +15% acid Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sparkwoe the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Mag Changes resistances penetration: +25% lightning Changes damage: +6% lightning Life regen: +1.20 Maximum life: +41.00 Healing mod.: +12% A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 179)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +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. |
TalenRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to cause random gloom When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Mental save: +6 (+3 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Longbows are used to shoot arrows at your foes. |
polar iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinilaith the rough leather cap (9 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +1% Changes resistances: +5% cold Changes damage: +12% physical Allows you to breathe in: water Physical save: +3 (+2 eff.) A cap made of leather. |
Xerassra (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Mag / +5 Wil / +3 Cun Changes damage: +9% blight Critical mult.: +15.00% Vim when firing critical spell: +3.00 Maximum mana: +60.00 Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glulaith the Dawnwake (14/14, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 On weapon hit: * 20% chance to blind On weapon crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing Damage (Ranged): +14 bleed / +12 light Burst (radius 2) on crit: +8 light Arrows are used with bows to pierce your foes to death. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Layereba [power 19] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +5 Dex Maximum stamina: +20.00 Maximum vim: +7.00 It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Loyal Cornac Adventurer deactivates Beyond the Flesh.
Loyal Cornac Adventurer activates Beyond the Flesh.
Loyal Cornac Adventurer wears (replacing Layereba [power 19] (15 cooldown)): Hurylerakan (dig speed 18 turns).
Loyal Cornac Adventurer drops on the floor: iron pickaxe (dig speed 38 turns).
Loyal Halfling Oozemancer deactivates Antimagic Shield.
Loyal Halfling Oozemancer deactivates Psiblades.
Loyal Halfling Oozemancer deactivates Mitosis.
The skin of Loyal Halfling Oozemancer starts dripping acid.
Loyal Halfling Oozemancer deactivates Adventure Friendly Fire Disabler.
Loyal Cornac Adventurer deactivates Kinetic Shield.
Loyal Cornac Adventurer deactivates Venomous Ammunition.
Loyal Cornac Adventurer deactivates Thermal Shield.
Loyal Cornac Adventurer deactivates Numbing Poison.
Loyal Cornac Adventurer deactivates Crippling Poison.
Loyal Cornac Adventurer deactivates Apply Poison.
Loyal Cornac Adventurer deactivates Beyond the Flesh.
Loyal Cornac Adventurer deactivates Weapon Folding.
Loyal Cornac Adventurer deactivates Lacerating Strikes.
Loyal Cornac Adventurer deactivates Adventure Friendly Fire Disabler.
Aimini deactivates Chant of Fortress.
Aimini deactivates Jinxed Touch.
Aimini deactivates Grand Oration.
Aimini deactivates Adventure Friendly Fire Disabler.
Aimini deactivates Power Overwhelming.
Aimini deactivates Atrophy.
Aimini deactivates Chaos Orbs.
Aimini deactivates Void Stars.
Aimini deactivates Twofold Curse.



































































