












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Doomelf |
Class | Shadowblade |
Level / Exp | 45 / 4% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 32 (base 12) |
Dexterity | 100 (base 56) |
Constitution | 7 (base 12) |
Magic | 104 (base 60) |
Willpower | 29 (base 10) |
Cunning | 93 (base 61) |
Resources
Life | 1226/1226 |
Mana | 122/204 |
Stamina | 250/250 |
Steam | 100/100 |
Healing Factor | 1.1288045797962 |
Regeneration | 20.850552996613 |
Speed
Mental | +18.245820495339% |
Attack | 0% |
Movement | +10% |
Spell | +18.245820495339% |
Global | +126% |
Vision
Sight | 10 |
Lite | -989 |
Infravision | 8 |
See Stealth | 54.601735099766 |
See Invisible | 66.601735099766 |
Stealth | 44 |
Offense: Mainhand
Damage | 206 |
Accuracy | 80 |
Crit Chance | 86% |
APR | 46 |
Speed | 0.85 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 52% |
Speed | 0.84569585276751 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +11% |
Cold | +5% |
All | 0% |
Lightning | +5% |
Physical | +10% |
Mind | +6% |
Fire | +6% |
Darkness | +21% |
Offense: Damage Penetration
Darkness | +29% |
Physical | +15% |
Arcane | +28% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 46 (30%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 33 |
Mental Save | 64 |
Defense: Resistances
Darkness | + 37%( 73%) |
Acid | + 12%( 73%) |
Light | + 21%( 73%) |
Temporal | + 24%( 73%) |
Cold | + 24%( 73%) |
Lightning | + 35%( 73%) |
Fire | + 12%( 73%) |
All | + 3%( 73%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 77% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 7 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1594% for 10 turns (151 total) and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Trained Reactions |
talent | Stealth |
talent | Shadow Combat |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Premonition |
talent | Chant of Fortitude |
talent | Corruption of the Doomed |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.2 and stamina regeneration by 1.7. Soothing Darkness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by orc corruptor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Emuldavena the vampire. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 662. | active |
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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bear paw. * You've found the needed pouch of luminous horror dust. 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 black mamba head. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: -8% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +17 Mag / +5 Cun / -13 Con Changes resistances penetration: +15% arcane Physical save: +36 (+12 eff.) Mental save: +22 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.70 Mana when firing critical spell: +1.00 Maximum life: +52.00 See invisible: +6 Movement speed: +10% Damage Shield penetration: +30% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Talent granted: +5 Iron Grip Critical mult.: +9.00% Mental save: +10 (+2 eff.) Disarm immunity: +100% Maximum life: +61.00 Spell crit. chance: +9% Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 40.5 - 44.6 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+3 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Dex / +3 Mag / +2 Wil Changes resistances: +15% temporal Reduces incoming crit damage: 15.00% It can be used to setup a psionic shield, reducing all damage taken by 123 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +9 Str / +7 Con Changes resistances: +6% cold / +9% fire / +12% darkness / +6% light Mental save: +13 (+3 eff.) Confusion immunity: +41% Life regen: +11.00 Maximum life: +74.00 Healing mod.: +16% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +16 Defense: +10 (+2 eff.) Changes stats: +6 Str Blindness immunity: +20% Poison immunity: +10% Confusion immunity: +20% Maximum life: +100.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 4 blight Changes stats: +6 Str / +6 Dex / +3 Mag / +6 Wil Changes resistances cap: +3% all Changes resistances penetration: +15% darkness Changes damage: +6% acid / +6% fire / +5% cold / +5% lightning Physical save: +16 (+5 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 140 damage When wielded/worn: Armour penetration: +7 Physical crit. chance: +12.0% Critical mult.: +38.00% Sharp, short and deadly. |
Light source | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% cold / +7% temporal Changes resistances penetration: +10% mind Changes damage: +6% mind Blindness immunity: +31% Confusion immunity: +16% Equilibrium when hit: +0.20 Psi when hit: +0.12 Spellpower: +11 (+3 eff.) Mindpower: +5 (+1 eff.) Light radius: +11 See stealth: +11 See invisible: +17 Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% * 20% chance to reduce damage dealt by 31% Changes resistances: +9% acid / +9% cold / +23% darkness / +33% lightning Changes resistances penetration: +13% arcane / +14% darkness Changes damage: +11% arcane / +21% darkness Critical mult.: +28.00% Stealth bonus: +25 Stun/Freeze immunity: +50% Maximum life: +57.00 Maximum mana: +85.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +9 (+1 eff.) Fatigue: -20% Changes stats: +5 Dex / +8 Mag / +9 Wil / +5 Cun / +6 Lck Changes resistances: +12% light Critical mult.: +15.00% Trap disarming bonus: +14 Stealth bonus: +9 Maximum encumbrance: +50 Physical save: +18 (+6 eff.) Spell crit. chance: +5% Mindpower: +20 (+5 eff.) Infravision radius: +5 A belt that goes around your waist. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 133% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Mag Changes damage: +13% acid / +21% blight / +15% fire / +6% lightning / +7% cold Critical mult.: +14.00% Physical save: +20 (+6 eff.) Spell save: +23 (+10 eff.) Mental save: +14 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Cun / +2 Con Changes damage: +9% blight / +6% arcane Spell save: +13 (+7 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +14.00 Mindpower: +10 (+2 eff.) Light radius: +2 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% blight / +21% cold / +30% darkness Changes damage: +24% darkness / +12% blight Rings make your fingers look great! |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 darkness Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +32 acid / +42 nature Damage against: +17% Living When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 2 arcane Changes stats: +12 Str / +10 Dex / +11 Mag / +6 Wil / +13 Cun / +9 Con Changes resistances penetration: +25% acid / +22% nature / +10% arcane Maximum psi: +30.00 Sharp, short and deadly. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Mag / +12 Wil / +3 Cun Changes resistances: +3% light / +15% all Changes resistances penetration: +20% darkness / +11% physical Changes damage: +11% physical / +19% temporal / +22% darkness / +22% arcane Critical mult.: +15.00% Silence immunity: +34% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +71.00 Maximum hate: +11.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +4% Mindpower: +8 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +13 Str / +14 Mag / +14 Wil Changes resistances: +22% lightning / +9% darkness / +31% fire / +24% cold / +3% mind / +15% all Changes damage: +38% lightning / +37% physical / +21% fire / +38% cold Reduces incoming crit damage: 10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +6 Defense: +17 (+3 eff.) Fatigue: -5% Effects when hit in melee: * 23% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 10 physical Changes stats: +2 Cun / +2 Dex Changes resistances: +13% fire / +12% light Stealth bonus: +7 Only die when reaching: -40.00 life Maximum life: +48.00 Maximum stamina: +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Armour: +7 Defense: +15 (+3 eff.) Changes stats: +7 Cun / +6 Dex Physical save: +11 (+3 eff.) Mental save: +25 (+6 eff.) Disarm immunity: +35% Maximum life: +69.00 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +21 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). 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: melee/personal 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. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 46% Damage (Melee): 11 physical Damage when hit (Melee): 4 acid / 2 light Changes stats: +4 Str / +4 Dex / +8 Cun Changes resistances: +9% darkness / +12% acid Changes damage: +6% physical Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Infravision radius: +3 See invisible: +9 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +15 Crit. chance: +31.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +11 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 67% Damage (Melee): 13 physical Changes stats: +1 Con Changes resistances: +3% nature / +5% arcane Changes damage: +8% physical Physical save: +20 (+6 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +44% Life regen: +7.00 Stamina each turn: +1.20 Maximum stamina: +27.00 Light radius: +3 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +23 physical Damage (radius 1) on hit: +12 physical Damage (radius 2) on crit: +8 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +21% acid / +27% fire / +21% nature Changes resistances penetration: +25% arcane / +5% fire Changes damage: +14% acid / +14% fire / +14% nature / +6% arcane A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 cold Changes stats: +7 Con Changes resistances: +12% blight / +12% darkness / +19% mind Changes resistances penetration: +15% cold Changes damage: +9% blight / +15% cold Spell save: +14 (+7 eff.) Mental save: +30 (+7 eff.) Confusion immunity: +48% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 26 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +3 Dex Changes resistances: +15% blight / +28% nature / +5% arcane / +3% lightning Changes damage: +3% mind Stamina when hit: +2.70 Equilibrium when hit: +2.30 A cap made of leather. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
amazing pain suppressor salve [power 291] amazing pain suppressor salve [power 291]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -291 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Str / +7 Wil / +7 Con Changes resistances: +5% arcane Changes resistances penetration: +15% light Changes damage: +9% light Mental crit. chance: +8% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +4 Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +7 Str Changes resistances: +8% physical / +12% nature / +12% darkness Changes resistances penetration: +20% cold Changes damage: +9% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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
By into the catness the Doomelf Shadowblade level 34
22nd Regrowth 123rd year of Ascendancy at 08:07 see stats
By into the catness the Doomelf Shadowblade level 31
10th Regrowth 123rd year of Ascendancy at 04:02 see stats
By into the catness the Doomelf Shadowblade level 41
1st Pyre 123rd year of Ascendancy at 23:39 see stats
By into the catness the Doomelf Shadowblade level 40
78th Regrowth 123rd year of Ascendancy at 14:46 see stats
By into the catness the Doomelf Shadowblade level 36
38th Regrowth 123rd year of Ascendancy at 03:58 see stats
By into the catness the Doomelf Shadowblade level 9
53rd Dusk 122nd year of Ascendancy at 00:14 see stats
By into the catness the Doomelf Shadowblade level 39
74th Regrowth 123rd year of Ascendancy at 15:23 see stats
By into the catness the Doomelf Shadowblade level 32
16th Regrowth 123rd year of Ascendancy at 06:26 see stats
By into the catness the Doomelf Shadowblade level 22
5th Decay 122nd year of Ascendancy at 05:33 see stats
By into the catness the Doomelf Shadowblade level 28
9th Allure 123rd year of Ascendancy at 01:23 see stats
By into the catness the Doomelf Shadowblade level 6
77th Pyre 122nd year of Ascendancy at 10:01 see stats
By into the catness the Doomelf Shadowblade level 35
34th Regrowth 123rd year of Ascendancy at 07:15 see stats
By into the catness the Doomelf Shadowblade level 43
2nd Pyre 123rd year of Ascendancy at 06:44 see stats
By into the catness the Doomelf Shadowblade level 10
20th Haze 122nd year of Ascendancy at 21:32 see stats
By into the catness the Doomelf Shadowblade level 20
55th Haze 122nd year of Ascendancy at 09:20 see stats
By into the catness the Doomelf Shadowblade level 30
4th Regrowth 123rd year of Ascendancy at 01:00 see stats
By into the catness the Doomelf Shadowblade level 40
75th Regrowth 123rd year of Ascendancy at 16:06 see stats
By into the catness the Doomelf Shadowblade level 44
28th Pyre 123rd year of Ascendancy at 09:10 see stats
By into the catness the Doomelf Shadowblade level 26
2nd Wintertide 123rd year of Ascendancy at 15:42 see stats
By into the catness the Doomelf Shadowblade level 36
53rd Regrowth 123rd year of Ascendancy at 01:44 see stats
By into the catness the Doomelf Shadowblade level 33
21st Regrowth 123rd year of Ascendancy at 05:02 see stats
By into the catness the Doomelf Shadowblade level 38
73rd Regrowth 123rd year of Ascendancy at 23:40 see stats
By into the catness the Doomelf Shadowblade level 40
1st Time of Balance 123rd year of Ascendancy at 13:35 see stats
By into the catness the Doomelf Shadowblade level 28
9th Allure 123rd year of Ascendancy at 08:35 see stats
By into the catness the Doomelf Shadowblade level 39
75th Regrowth 123rd year of Ascendancy at 09:22 see stats
By into the catness the Doomelf Shadowblade level 9
18th Haze 122nd year of Ascendancy at 20:29 see stats
By into the catness the Doomelf Shadowblade level 12
26th Haze 122nd year of Ascendancy at 11:13 see stats
By into the catness the Doomelf Shadowblade level 44
23rd Pyre 123rd year of Ascendancy at 01:31 see stats
By into the catness the Doomelf Shadowblade level 24
9th Decay 122nd year of Ascendancy at 17:35 see stats
By into the catness the Doomelf Shadowblade level 16
42nd Haze 122nd year of Ascendancy at 13:14 see stats
By into the catness the Doomelf Shadowblade level 30
8th Regrowth 123rd year of Ascendancy at 22:22 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to worldmap here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
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The ground shakes as you finish the glyph sequence !
A Font of Sacrifice appears nearby!
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Into the catness wears: Gloombore of the Blightspawn (17 def, 0 armour) .
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You detach stralite crystal edge from your Dairugofast the voratun dagger (36-47 power, 9 apr).
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Into the catness wears: Blindjustice the elven-silk robe (0 def, 10 armour) .
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You detach perfect ablative armour from your Blindjustice the elven-silk robe (0 def, 0 armour).
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Saving game...
Saving done.
Saving game...
Saving done.
Into the catness wears (replacing Gloombore of the Blightspawn (17 def, 0 armour) ): elven-silk cloak 'Dimgrind' (3 def, 0 armour).
You detach voratun grounding strap from your Gloombore of the Blightspawn (17 def, 0 armour).
You attach voratun grounding strap to your elven-silk cloak 'Dimgrind' (3 def, 0 armour) .