










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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: 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:
Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Light |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Possessor |
| Level / Exp | 43 / 75% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 159.4788 (base 41) |
| Dexterity | 32.9294 (base 12) |
| Constitution | 30 (base 11) |
| Magic | 142.7064 (base 41) |
| Willpower | 106 (base 60) |
| Cunning | 141.9232 (base 40) |
Resources
| Steam | 100/100 |
| Equilibrium | 0 |
| Vim | 248/248 |
| Life | 26430/26430 |
| Psi | 453/453 |
| Stamina | 466/466 |
| Paradox | 300 |
| Healing Factor | 2.0992147729953 |
| Regeneration | 34.048545847957 |
Speed
| Mental | +150% |
| Attack | 0% |
| Movement | +19% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 7 |
| See Stealth | 75.824434040097 |
| See Invisible | 75.824434040097 |
Offense: Mainhand
| Damage | 218 |
| Accuracy | 93 |
| Crit Chance | 177% |
| APR | 45 |
| Speed | 0.40 |
Offense: Offhand
| Damage | 111 |
| Accuracy | 93 |
| Crit Chance | 174% |
| APR | 81 |
| Speed | 0.40 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +17% |
| Arcane | +13% |
| Mind | +70% |
| All | +8% |
| Light | +63% |
| Physical | +33% |
| Fire | +33% |
| Nature | +26% |
Offense: Damage Penetration
| Lightning | +15% |
| Acid | +15% |
| Light | +50% |
| Nature | +10% |
| Darkness | +10% |
| Physical | +26% |
| Mind | +27% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 96.0718 (88.074188961773%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 94 |
| Spell Save | 81 |
| Mental Save | 86 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 4%( 70%) |
| Cold | + 56%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 67%(100%) |
| Physical | + 34%( 70%) |
| Mind | + 70%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 86% |
| Confusion Resistance | 46% |
| Fear Resistance | 93% |
| Teleport Resistance | 80% |
| Blind Resistance | 40% |
| Disarm Resistance | 56% |
| Pinning Resistance | 80% |
| Silence Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 679 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1028 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Possession | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Body snatcher | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Psionic / Psychic blows | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 11/5 |
| 9/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 8/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Kinetic Aura |
| talent | Psionic Disruption |
| talent | Force Shield |
| talent | Horrifying Blows |
| talent | Energy Decomposition |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 25% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *The source of this power should... exist. Take it, and break free of this fractured place! | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining fragments of the Technique/Mobility tree, but mostly other power. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Chronomancy/Energy tree, unlocked. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Wild-gift/Harmony tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Once upon a time, Ralkur forged mighty champions to cover his retreat. The Slumbering ElevenHe was interrupted before he could finish his work. Yet these Eleven slumber - for now. They could prove a challenge for you to test yourself against, to grow even further. | active |
Equipment
| Psionic focus | voratun battleaxe 'Infernohash' (sludge-dripping) (73-110 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 Base power: 73.0 - 109.5 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 16% chance to slow global speed by 74% On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 acid Damage (radius 1) on hit: +16 acid When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +17.0% Physical power: +14 (+3 eff.) Changes stats: +12 Str Changes resistances: +15% fire Changes damage: +20% physical Massive two-handed battleaxes. |
| On hands | spellstreaming voratun gauntlets of war-making (radiant) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Fatigue: +5% Changes stats: +10 Mag / +11 Wil Changes resistances: +25% light / +25% fire Critical mult.: +15.00% Mana each turn: +0.40 Spellpower: +13 (+2 eff.) Spell crit. chance: +21% Mental crit. chance: +18% Light radius: +3 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. |
| Light source | The Beacon of the Sun The Beacon of the SunPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+3 eff.) Damage (Melee): 25 Lite Light Burst (radius 1) Changes stats: +15 Str Changes resistances: +50% light / +10% all Changes resistances cap: +30% light Changes damage: +15% light / +8% all Damage affinity(heal): +20% light Physical save: +32 (+6 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+3 eff.) Pinning immunity: +100% Maximum life: +160.00 Light radius: +10 Healing mod.: +40% Unbreakable. Immovable. It is a bastion of solidity, an unshakeable foundation in a world that changes all too often. |
| On head | Icesear (searing) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +7 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 36% Damage when hit (Melee): 8 cold / 19 light / 26 fire Changes stats: +7 Wil / +7 Cun / +21 Lck Changes resistances: +3% lightning / +12% cold Changes resistances penetration: +10% darkness / +15% lightning Changes damage: +10% light / +15% fire Physical save: +30 (+6 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Eden's Guile (umbral) (3 def, 2 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Talent masteries: +0.20 Cunning / Survival +0.20 Cursed / Darkness Blindness immunity: +50% Hate when firing a critical mind attack: +2.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +10% It can be used to boost speed by 70% (based on Cunning) Activation costs 35 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | Splendourbright [power 340] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +6 Wil Changes resistances: +19% mind / +27% cold Changes resistances penetration: +15% mind / +30% light Changes damage: +21% mind Maximum psi: +30.00 It can be used to blast the opponent's mind dealing 578 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 62. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine (living)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +7 Changes stats: +5 Str / +10 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +15 (+3 eff.) Knockback immunity: +100% Life regen: +6.00 Healing mod.: +24% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | voratun ring 'Cyroramira'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +18 Physical crit. chance: +1.0% Defense: +15 (+3 eff.) Effects on melee hit: * 25% chance to reduce all saves and defense by 44 Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +1 Con / +10 Mag Changes resistances: +19% mind Changes damage: +6% blight / +19% mind / +20% light Stamina each turn: +3.00 Spell crit. chance: +1% Damage Shield penetration: +37% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 25 power out of 36/36) : Effective talent level: 5.5 Power cost: 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (160). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | Ce'Neriara the Corpsesun (devouring) (60-89 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 74% * 25% chance for lightning to strike from the target to a second target dealing 100 damage Damage (radius 2) on crit: +50 darkness When wielded/worn: Accuracy: +55 (+8 eff.) Armour penetration: +21 Defense: +25 (+5 eff.) Damage when hit (Melee): 2 nature Changes resistances: +6% acid / +9% nature Changes resistances penetration: +15% acid / +21% physical / +10% nature Changes damage: +3% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Disarm immunity: +70% Combat speed: +10% Massive two-handed battleaxes. |
| Around waist | Blazemaster the drakeskin leather belt (searing)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +29 Defense: +13 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Damage when hit (Melee): 25 light / 23 fire Changes stats: +3 Mag / +6 Wil Changes resistances penetration: +5% mind / +20% light Changes damage: +3% blight / +10% fire / +10% light Physical save: +25 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Mana when firing critical spell: +2.51 Maximum life: +110.00 Light radius: +3 It can be used to create a temporary shield that absorbs 410 damage Activation puts all charms on cooldown for 21 turns. A belt that goes around your waist. |
| In off hand | Zubyna the Cinderbile (mossy) (16-18 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). When wielded/worn: Changes stats: +3 Con Changes resistances: +27% mind / +9% fire Changes resistances penetration: +7% mind Changes damage: +7% mind Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Mental save: +7 (+1 eff.) Psi each turn: +0.90 Psi when hit: +1.30 Mana when firing critical spell: +2.00 Hate per kill: +4.00 Psi per kill: +3.00 Maximum mana: +40.00 Maximum psi: +26.00 Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Damage Resonance (when hit): +17% It can be used to inflict 309.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 14 turns. 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. |
| Cloak | cashmere cloak 'Ulfarig' (32 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +32 (+6 eff.) Changes stats: +8 Str / +4 Wil / +5 Cun Changes resistances: +30% lightning Stun/Freeze immunity: +50% Only die when reaching: -80.00 life Maximum hate: +10.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 19 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +19 Armour Hardiness: +50% Defense: +10 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
Lisuta =Con 9=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 44 Damage (Melee): 17 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 44 Damage (Ranged): 15 physical Changes stats: +6 Str / +3 Cun / +9 Con Changes resistances: +6% lightning / +3% cold / +3% nature / +6% mind Spell save: +13 (+2 eff.) Blindness immunity: +20% Pinning immunity: +20% Hate when firing a critical mind attack: +2.00 Maximum stamina: +19.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Shadepanic (77-116 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.0 - 115.5 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Accuracy: +66 (+9 eff.) Damage when hit (Melee): 13 light Changes stats: +24 Str / +1 Mag / +4 Cun / +2 Con Changes resistances: +6% darkness Changes damage: +42% physical Massive two-handed battleaxes. |
Dourpassion (40-52 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 70% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +4 darkness Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +38 acid / +47 fire / +23 nature When wielded/worn: Armour penetration: +14 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% fire Changes resistances penetration: +24% acid / +18% fire / +19% nature Global speed: +5% Sharp, short and deadly. |
Arthythad the Murkwild (of the bloody blade) (71-114 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 71.0 - 113.6 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Bleeding Edge (10% chance level 3). Damage (Melee): +19 physical bleed Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +103 fire When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +19 Effects on melee hit: * 24% chance to slow global speed by 74% * 24 arcane resource burn Changes resistances: +9% lightning / +3% nature / +6% light Changes resistances penetration: +30% fire / +19% physical Spell save: +6 (+1 eff.) Global speed: +8% Massive two-handed swords. |
Relgazor the Ashzeal (mossy) (47-66 power, 6 apr) =Stats=Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). Damage (Melee): +13 darkness Damage against: +13% Living When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Changes stats: +10 Str / +11 Dex / +8 Mag / +11 Wil / +9 Cun / +13 Con Changes resistances: +3% acid / +9% fire Changes resistances penetration: +10% acid / +14% physical Changes damage: +9% acid / +12% fire Healing mod.: +30% Blunt and deadly. |
Blizzardschism =Dex 12=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +11.0% Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +2 Str / +12 Dex / +5 Cun Changes resistances penetration: +15% cold Stamina each turn: +3.00 Mental crit. chance: +8% A belt that goes around your waist. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 307 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 17 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
pair of hardened leather boots 'Emeluth' (0 def, 3 armour) =Mind Pen 25=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +2 Str / +8 Mag / +6 Wil / +2 Con Changes resistances penetration: +25% mind Maximum encumbrance: +29 Physical save: +11 (+2 eff.) Light radius: +3 A pair of boots made of leather. |
Goreblow (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 74% Changes stats: +1 Cun Changes resistances: +9% nature Changes resistances penetration: +15% mind Mental save: +13 (+2 eff.) Maximum life: +48.00 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. |
hardened leather gloves 'Oakwake' (0 def, 2 armour) =Str 5=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +1 Cun / +5 Str Changes resistances: +9% acid / +6% temporal Changes resistances penetration: +5% nature Infravision radius: +1 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. |
dwarven-steel mail armour 'Amuthel' (14 def, 14 armour) =Cun 6=Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +14 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 38% Damage (Melee): 13 acid / 14 fire Damage when hit (Melee): 11 acid / 9 fire / 4 mind Changes stats: +6 Cun Changes resistances: +16% acid / +18% fire / +18% cold Mental save: +14 (+3 eff.) Mindpower: +30 (+5 eff.) A suit of armour made of mail. |
Murkbright (28 def, 21 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +21 Defense: +28 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 2 mind Changes stats: +6 Dex / +6 Wil / +21 Cun Changes resistances penetration: +5% darkness / +5% mind Changes damage: +12% mind Critical mult.: +10.00% Mental save: +36 (+7 eff.) A suit of armour made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
157 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Noongore (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +9 Wil Changes resistances: +10% fire / +10% darkness / +18% temporal Changes resistances penetration: +25% temporal Changes damage: +15% blight Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +133.79 Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Light radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered 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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 140 power out of 349/400. 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. |
Transmogrification ChestPowered 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. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By thing from above the Ogre Possessor level 33
66th Dusk 122nd year of Ascendancy at 01:46 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By thing from above the Ogre Possessor level 25
49th Dusk 122nd year of Ascendancy at 23:02 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By thing from above the Ogre Possessor level 10
7th Mirth 122nd year of Ascendancy at 13:16 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By thing from above the Ogre Possessor level 20
24th Dusk 122nd year of Ascendancy at 11:10 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By thing from above the Ogre Possessor level 30
58th Dusk 122nd year of Ascendancy at 00:12 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By thing from above the Ogre Possessor level 40
8th Haze 122nd year of Ascendancy at 22:51 see stats
Made Whole (Madness (Roguelike) difficulty)
You survived the ambush in Old Mythrescar and became whole again.By thing from above the Ogre Possessor level 39
1st Time of Equilibrium 122nd year of Ascendancy at 16:53 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By thing from above the Ogre Possessor level 38
79th Dusk 122nd year of Ascendancy at 18:01 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By thing from above the Ogre Possessor level 25
47th Dusk 122nd year of Ascendancy at 08:31 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By thing from above the Ogre Possessor level 16
15th Dusk 122nd year of Ascendancy at 05:30 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By thing from above the Ogre Possessor level 34
70th Dusk 122nd year of Ascendancy at 16:35 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By thing from above the Ogre Possessor level 20
26th Dusk 122nd year of Ascendancy at 12:08 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By thing from above the Ogre Possessor level 16
16th Dusk 122nd year of Ascendancy at 17:16 see stats
Log
Talent Track is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
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Accepted quest 'Places of Power: Eternity'! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
There is a A pathway leading somewhere here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
There is a The Iron Gate here (press '' or right click to use).
--------------------------------
You cannot do that on the world map.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Lore found: Summertide
You can read all your collected lore in the game menu, by pressing Escape.
Saving done.
Thing from above uses Track.
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Thing from above deactivates Kinetic Shield.
Thing from above deactivates Horrifying Blows.
Thing from above deactivates Kinetic Aura.
Thing from above deactivates Beyond the Flesh.





























































































