

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 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 | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 25 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Aerodhera the fire drake hatchling at level 25 on the 9th Haze 122nd year of Ascendancy at 17:52 / 1 |
Primary Stats
| Strength | 35 (base 14) |
| Dexterity | 56 (base 40) |
| Constitution | 59 (base 34) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 61 (base 39) |
Resources
| Life | -6/742 |
| Steam | 96/100 |
| Healing Factor | 1.5204441027313 |
| Regeneration | 19.655833586975 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 57 |
| Crit Chance | 36% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +25% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 61.317011280365 (72.903125182002%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 24 |
| Physical Save | 33 |
| Spell Save | 23 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 43%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 50%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 36%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Stun Resistance | 40% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Strength 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 110% efficiency and cooldown mod of 88%. Its effects scale with your Strength 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 114% efficiency and cooldown mod of 80%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 vial of fire wyrm saliva. * You've found the needed bear paw. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. * '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.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Mayywen (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +9% mind +7% physical ----- def ----- Armour +3 Max.HP +60.00 HP.reg +4.00 Pinning- +20% ---------- misc Size +1 Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | pouch of stralite shots of crippling (18/18, 44-53 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Issihir the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +3% temporal Max.HP +44.00 Heal.mod +15% Knockbk- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Amamnir the Strikewedge (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +4 Cun ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +6% lightning +8% nature +9% acid Phys.save +9 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand voratun gauntlets (0 def, 8 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +4% physical ----- def ----- Armour +8 Fatigue +5% Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of healing 'Ivitta' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% nature +15% acid HP.reg +2.00 Disease- +10% Knockbk- +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Increase 2 buffs' duration by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | rogue's gold ring of the mountain (+14%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +14% physical ----- def ----- Defense +8 (+3 eff.) Resists +14% physical Rings make your fingers look great! |
| Around neck | insulating gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +15% fire +13% cold Amulets make your neck look great! |
| In main hand | ranger's voratun steamgun of dampening 4.0 T5 steamgun 1H weapon [Ego] Disrupt/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * splashes acid on your target dealing 45 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Dex ----- def ----- Resists +10% acid +9% lightning +7% cold +9% fire +3% all Spell.save +8 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Fogpain'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% Res.pen +10% fire On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +15% temporal +3% darkness +12% nature A belt that goes around your waist. |
| In off hand | flaming voratun shield (0 def, 10 armour, 68-82 power, 202.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 68.5 - 82.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 On Hit.r1 +15 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the hunter (1 def, 6 armour) 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Fatigue -5% Resists +24% lightning +11% cold Max.HP +42.00 Stun/Frz- +40% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Wretchcut' (3 def, 22 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +12% HP.reg +3.50 ---------- misc Stam/turn +0.70 Hate/m.crit +3.00 A suit of armour made of mail. |
Inventory
blink rune of the wizard (range 5; phase 13; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Sunwither'0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Fatigue -5% Resists +3% blight +3% physical Max.HP +20.00 HP.reg +2.00 ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
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 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 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. |
Glacierbreacher (20-24 power, 4 apr, light element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +7 (+3 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +20% light +12% fire Res.pen +15% cold Acc +8 (+3 eff.) ----- def ----- HP.reg +0.90 Heal.mod +18% ---------- misc Talents +1 Command Staff This staff offers 20% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
truestriking steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +16 (+5 eff.) Apr +9 Massive two-handed swords. |
truestriking dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 43.5 - 69.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +19 (+6 eff.) Apr +10 Massive two-handed swords. |
warbringer's dwarven-steel greatsword of dampening (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% physical ----- def ----- Resists +14% acid +10% lightning +14% cold +13% fire +6% all Spell.save +10 (+5 eff.) Disarm- +25% Massive two-handed swords. |
warbringer's dwarven-steel greatsword of massacre (46-73 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
truestriking dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+3 eff.) Apr +6 Sharp, long, and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
gifted vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.5 - 6.1 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% While equipped: dps ---------- Mind.crit +2% Mind.pwr +9 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 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. |
thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +18.00 HP.reg +0.50 ---------- 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. |
Belinne the steel steamgun4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 cold Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Steampwr +11 (+3 eff.) Dmg.mod +11% cold ----- def ----- Defense +5 (+2 eff.) Resists +3% temporal +2% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of fire4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +10% fire Acc +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots of erosion (16/16, 24-29 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Phoenixsaw the dwarven-steel shield (20 def, 27 armour, 32-38 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% fire Res.pen +10% physical ----- def ----- Armour +27 Defense +20 (+7 eff.) Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of resistance (0 def, 6 armour, 29-35 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +9% all Poison- +22% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +10% blight +12% darkness +12% mind +11% all Phys.save +13 (+7 eff.) Spell.save +11 (+6 eff.) Mind.save +23 (+11 eff.) Max.HP +50.00 HP.reg +2.90 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +46.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of leather. |
radiant stralite mail armour of stability (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +14% blight +6% physical +18% darkness Phys.save +10 (+5 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Sulfurbreacher the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% darkness Melee Ret 2 nature 6 darkness ----- def ----- Defense +9 (+3 eff.) Stealth +5 A belt that goes around your waist. |
Cyruta (10 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +5 Defense +10 (+4 eff.) Fatigue +2% Resists +2% physical ---------- misc Infravis +2 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 'Wretchrupture' (5 def, 13 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +2% Resists +9% lightning +1% physical +3% nature HP.reg +2.00 ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Frozenslice' (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +6 Con dps ---------- Mind.crit +5% Dmg.mod +6% cold ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. |
polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +5% cold 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. |
storm iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Manurim (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid +12% temporal Acc +8 (+3 eff.) Melee Ret 4 temporal ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +9% temporal Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.08 to 105.25 lightning damage (70.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Hydochak (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 6 acid ----- def ----- Armour +1 Fatigue +1% Resists +15% acid Phys.save +11 (+6 eff.) A hat made of leather. Very stylish. |
8 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. |
7 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
410 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Murkprophet the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% arcane Melee Ret 2 blight 10 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 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. |
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. |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 186] potent healing salve [power 186]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 186 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 230] powerful healing salve [power 230]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 230 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cid the Cornac Annihilator level 18
35th Dusk 122nd year of Ascendancy at 01:18 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cid the Cornac Annihilator level 23
1st Time of Equilibrium 122nd year of Ascendancy at 22:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cid the Cornac Annihilator level 10
4th Mirth 122nd year of Ascendancy at 21:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cid the Cornac Annihilator level 20
53rd Dusk 122nd year of Ascendancy at 23:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cid the Cornac Annihilator level 8
77th Pyre 122nd year of Ascendancy at 21:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cid the Cornac Annihilator level 22
68th Dusk 122nd year of Ascendancy at 17:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cid the Cornac Annihilator level 16
1st Dusk 122nd year of Ascendancy at 05:27 see stats
Log
Raze hits Cid for (0 exoskeleton), 6 darkness, (0 exoskeleton), 6 darkness (12 total damage).
Melee retaliation hits Aerodhera the fire drake hatchling for 1 fire damage.
Cid's armour is more intact.
Cid's Rocket Pod hits Aerodhera the fire drake hatchling for 14 fire, 8 fire (22 total damage).
Melee retaliation hits Aerodhera the fire drake hatchling for 1 fire damage.
Burning Phosphorous from Cid hits Aerodhera the fire drake hatchling for 5 fire damage.
Aerodhera the fire drake hatchling's Beyond the Flesh hits Cid for (16 exoskeleton), 16 physical (16 total damage).
Raze hits Cid for (3 exoskeleton), 4 darkness (4 total damage).
Aerodhera the fire drake hatchling roars!
Cid wanders around!
Aerodhera the fire drake hatchling hits Cid for (0 exoskeleton), 110 physical (110 total damage).
Raze hits Cid for (0 exoskeleton), 7 darkness (7 total damage).
Cid activates Rocket Boots.
You are unable to move!
Cid is confused and fails to use AED.
Cid's Rocket Pod hits Aerodhera the fire drake hatchling for 12 fire, 8 fire, (4 to psi shield), 6 acid (26 total damage).
Melee retaliation hits Aerodhera the fire drake hatchling for 1 fire damage.
Burning Phosphorous from Cid hits Aerodhera the fire drake hatchling for 5 fire damage.
Aerodhera the fire drake hatchling's Beyond the Flesh hits Cid for (12 exoskeleton), 12 physical (12 total damage).
Raze hits Cid for (4 exoskeleton), 4 darkness (4 total damage).
Talent Hypervision Goggles is ready to use.
Cid is confused and fails to use AED.
Cid's Rocket Pod hits Aerodhera the fire drake hatchling for 14 fire, 8 fire, (4 to psi shield), 6 acid (28 total damage).
Melee retaliation hits Aerodhera the fire drake hatchling for 1 fire damage.
Burning Phosphorous from Cid hits Aerodhera the fire drake hatchling for 5 fire damage.
Aerodhera the fire drake hatchling's Beyond the Flesh hits Cid for (22 exoskeleton), 38 physical (38 total damage).
Raze hits Cid for (0 exoskeleton), 9 darkness (9 total damage).
Cid the level 25 cornac annihilator was darkened to death by Aerodhera the fire drake hatchling on level 2 of Daikara.


















































































































