










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Items Vault 1.7.6Donators/Buyers bonus! 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 24 / 24% |
| Size | small |
| Lifes / Deaths | Killed by Elokira the wolf at level 10 on the 14th Dusk 122nd year of Ascendancy at 22:14 4 / 2Killed by Glata the sandworm destroyer at level 21 on the 8th Allure 123rd year of Ascendancy at 15:44 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 28) |
| Dexterity | 8 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 91.6 (base 54) |
| Cunning | 51.2 (base 32) |
Resources
| Life | 189/189 |
| Equilibrium | 48 |
| Psi | 400/410 |
| Healing Factor | 1.0000003099962 |
| Regeneration | 0.25000007749905 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145.98043500633% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 33.949670173411 |
| See Invisible | 33.949670173411 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| All | 0% |
| Physical | +5% |
| Mind | +16% |
| Nature | +5% |
Offense: Damage Penetration
| Physical | +10% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 32.45 |
| Spell Save | 37.07 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 53%( 70%) |
| All | + 14%( 70%) |
| Physical | + 25%( 70%) |
| Mind | + 26%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 65% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.44 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Thought-Form: Defender |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% global speed). Clarity |
Quests
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by BEANO BEANSOLVER. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed electric eel tail. * You've found the needed honey tree root. 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 giant spider spinneret. * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| On head | Emywyn the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% acid ----- def ----- Defense +1 (+1 eff.) Resists +6% acid ---------- misc Equi/ret +1.04 Psi/ret +0.90 Hate/ret +0.70 Max.psi +20.00 A pointy cloth hat, very wizardly... |
| Tool | piercing yew totem of summon tentacle [power 195] (22 cooldown)2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 432 Base Damage: 195 Armor: 12 All Resist: 17 Puts all charms on 22 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring of corrosion (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings make your fingers look great! |
| Around waist | Hanamnir the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +10% mind ----- def ----- Resists +3% mind Mind.save +3 (+1 eff.) Max.HP +31.00 ---------- misc Max.hate +2.00 A belt that goes around your waist. |
| In main hand | gifted thorny mindstar of resolve (10-11 power, 28 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 10.0 - 11.0 Nature Uses 70% Wil, 42% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +28 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+10 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 52.58 to 65.73 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| In off hand | creative thorny mindstar (8-9 power, 28 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 70% Wil, 42% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +28 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Sootqueller' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +1 Cun +2 Con dps ---------- Melee Ret 2 darkness ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.04 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's gold amulet of mastery (0.14 Psionic / Feedback)0.1 T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +10% ---------- misc Masteries +0.14 Psionic/Feedback Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
wild infusion (res 16%; magical; dur 4; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, light, cold, arcane, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 3 cold, 5 arcane, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Greenonslaught the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +25% mind +15% nature Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +6% nature Amulets make your neck look great! |
restful copper amulet of mastery (0.12 Psionic / Nightmare)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.12 Psionic/Nightmare Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% light +12% darkness Blind- +22% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+11 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
gold ring 'Furnacegrit'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -6% Resists +5% arcane Spell.save +9 (+4 eff.) ---------- misc Max.enc +20 Rings make your fingers look great! |
honing vined mindstar of frost (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 cold Dmg.mod +6% cold +3% physical Res.pen +6% cold +5% physical ----- def ----- Armour +9 Resists +6% cold +4% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling 'Islabeth'4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 acid While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +9% acid ----- def ----- Mind.save +6 (+2 eff.) ---------- misc See.Invis +9 Slings are used to hurl stones or metal shots at your foes. |
enhanced cured leather sling of cunning (+5)4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +8 Cun +6 Con dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
blurring rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Defense +9 (+8 eff.) Stealth +11 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
noble's rough leather belt of transcendence1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Against +16% Summoned ----- def ----- D.Red.from +17% Summoned Phys.save +6 (+2 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +5% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Gygodan'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Mag +4 Wil +4 Con dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +6 A belt that goes around your waist. |
Ebonypower the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Wil +1 Cun dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 31% ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanoyatira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +6% fire Max.HP +54.00 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Layyrialaith' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.stam +30.00 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Sleetpiercer (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +6 Dex +2 Wil +2 Con dps ---------- Melee Ret 8 cold ----- def ----- Armour +3 Resists +8% lightning +7% temporal A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 79.67 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 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. |
Brodedig (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +8 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% lightning +15% fire +6% nature +6% light 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. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+11 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
Duatheltide the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Res.pen +5% darkness ----- def ----- Defense +1 (+1 eff.) Resists +9% nature Spell.save +3 (+2 eff.) Heal.mod +5% Blind- +10% ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
Duathelclash the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +5% physical Apr +5 Melee Ret 2 cold ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness ---------- misc Stam/ret +0.70 Equi/ret +1.10 A cap made of leather. |
Isalemira the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +1 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
82 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Hazeparry'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold Melee Ret 4 cold ----- def ----- Resists +5% arcane +3% light Max.HP +48.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scumflash the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +8 (+2 eff.) Dmg.mod +24% nature Res.pen +10% nature Melee Ret 4 nature ----- def ----- Resists +17% cold +17% temporal Mind.save +8 (+3 eff.) Def/telep +32 Res/telep +32% Dur/telep +37% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Searzephyr the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% fire Res.pen +10% light Melee Ret 8 light ----- def ----- Fatigue -6% Resists +6% lightning +15% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 65.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
overpowered iron torque of mindblast [power 145] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 43] (22 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered yew totem of healing [power 398] (18 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of lightning storm [power 242] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By BEANO BEANSOLVER the Yeek Solipsist level 21
9th Regrowth 123rd year of Ascendancy at 07:08 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By BEANO BEANSOLVER the Yeek Solipsist level 23
21st Pyre 123rd year of Ascendancy at 00:35 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By BEANO BEANSOLVER the Yeek Solipsist level 21
19th Regrowth 123rd year of Ascendancy at 02:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By BEANO BEANSOLVER the Yeek Solipsist level 10
14th Dusk 122nd year of Ascendancy at 10:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By BEANO BEANSOLVER the Yeek Solipsist level 20
6th Allure 123rd year of Ascendancy at 21:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By BEANO BEANSOLVER the Yeek Solipsist level 9
3rd Dusk 122nd year of Ascendancy at 08:26 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By BEANO BEANSOLVER the Yeek Solipsist level 15
43rd Dusk 122nd year of Ascendancy at 12:35 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By BEANO BEANSOLVER the Yeek Solipsist level 20
6th Allure 123rd year of Ascendancy at 22:18 see stats
Log
BEANO BEANSOLVER killed Xaren!
Resting starts...
Talent Distortion Bolt is ready to use.
Talent Mind Sear is ready to use.
Talent Slumber is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
You pickup 0.70 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.60 gold pieces.
Ran for 3 turns (stop reason: hostile spotted to the west (war bear)).
BEANO BEANSOLVER uses Mind Sear.
BEANO BEANSOLVER hits War bear for 346 mind damage.
BEANO BEANSOLVER uses Distortion Bolt.
BEANO BEANSOLVER's mind surges with critical power!
You collect a new ingredient: bear paw (1).
BEANO BEANSOLVER's Distortion Bolt hits War bear for 122 physical damage.
BEANO BEANSOLVER's Distortion Bolt killed War bear!
Saving game...
Saving done.




























































































































