















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Annihilator |
| Level / Exp | 30 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by faeros at level 28 on the 1st Wintertide 123rd year of Ascendancy at 12:28 2 / 4Killed by Adelranor the greater faeros at level 30 on the 23rd Regrowth 123rd year of Ascendancy at 05:54 Killed by Varsha the Writhing at level 30 on the 23rd Regrowth 123rd year of Ascendancy at 08:04 Killed by Vorith the fire drake hatchling at level 30 on the 23rd Regrowth 123rd year of Ascendancy at 09:30 |
Primary Stats
| Strength | 21 (base 18) |
| Dexterity | 54 (base 49) |
| Constitution | 13 (base 10) |
| Magic | 25 (base 12) |
| Willpower | 18 (base 10) |
| Cunning | 72 (base 60) |
Resources
| Life | 692/692 |
| Steam | 130/130 |
| Healing Factor | 1.1583363011315 |
| Regeneration | 5.1545965400352 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Stealth | 65.588041044944 |
| See Invisible | 65.588041044944 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 60 |
| Crit Chance | 48% |
| APR | 8 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +28% |
| Fire | +57% |
| Temporal | +15% |
| Mind | +19% |
| Arcane | +12% |
| Cold | +16% |
| All | +6% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +5% |
| Blight | +5% |
| Mind | +13% |
| Fire | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (58.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 24 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 31%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 20%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 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 374 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Incendiary Grenade |
| talent | Chant of Fortitude |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 15% and triggers a radius 3 conal explosion dealing 28% steamgun damage. 2 stacks remaining. Reactive Armor |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by vampire lord. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Giba the skeleton warrior. Escort: repented thief (level 2 of Dreadfell) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed wretchling eyeball. 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 red crystal shard. * You've found the needed black mamba head. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 vial of elder vampire blood. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 82 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Quiver | Arimina the pouch of dwarven-steel shots (23/23, 46-55 power, 8 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +8 Crit. chance: +21.0% Capacity: 23 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 26 On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 blight Damage (radius 2) on crit: +16 blight Shots are used with slings to pummel your foes to death. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 173.82 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 173.82 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. |
| On head | Isanor the Sparkseam (1 def, 0 armour) =11 fire dmg=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +1 (+0 eff.) Changes resistances: +3% lightning / +16% fire Changes resistances penetration: +5% light Changes damage: +3% physical / +11% fire Stamina each turn: +3.00 Light radius: +5 A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Ashvagrant' (0 def, 11 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +11 Changes stats: +4 Dex Changes resistances penetration: +25% fire Physical save: +6 (+4 eff.) Life regen: +2.20 Stamina each turn: +3.50 Psi each turn: +0.14 Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of clear mind 'Cracklerigor' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Changes damage: +6% arcane It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite garnet ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Mag / +6 Wil Changes damage: +6% all Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
| On fingers | savage's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+6 eff.) Blindness immunity: +22% Maximum stamina: +13.00 Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Daginik Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +800% Damage (Ranged): +10 cold / +9 fire / +8 temporal Damage (radius 1) on hit: +60 20% chance of physical repulsion Damage (radius 2) on crit: +4 mind Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes damage: +10% cold / +13% fire / +9% temporal Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | OlidanPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Cun Changes resistances: +6% light / +6% darkness Only die when reaching: -40.00 life A belt that goes around your waist. |
| In off hand | Xeruserin the Scaldvault (0 def, 6 armour, 30-37 power, 116 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +116 Damage (Melee): +14 nature Damage (radius 1) on hit: +4 fire When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +13% blight / +11% nature / +6% darkness Talent granted: +1 Block Spell save: +3 (+2 eff.) Maximum life: +152.00 Handheld deflection devices. |
| Cloak | linen cloak 'Lavaoracle' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 2 fire Changes resistances: +30% lightning Changes resistances penetration: +5% blight Changes damage: +9% fire Stun/Freeze immunity: +40% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Salirekira the Heatstrike (0 def, 1 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +1 Armour Hardiness: +20% Fatigue: +5% Changes resistances: +6% blight / +19% physical / +11% all Changes resistances penetration: +13% mind / +15% fire Changes damage: +13% mind / +19% physical Life regen: +2.00 Psi each turn: +0.58 Maximum life: +40.00 Maximum stamina: +20.00 Maximum psi: +17.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 140% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 134% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the duelist (res 33%; mental, physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 328; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 328 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Tulugas the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Wil / +1 Cun / +5 Lck Changes resistances: +3% acid / +8% physical Critical mult.: +5.00% Blindness immunity: +10% Stamina each turn: +0.20 Infravision radius: +2 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
ShockstakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 35 Changes stats: +5 Str Changes damage: +9% mind / +9% lightning Rings make your fingers look great! |
enhanced dwarven-steel steamgun =stats=Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Str / +6 Dex / +4 Mag / +5 Wil / +4 Cun / +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hardened leather belt 'Eilinetta' =11 wil and summons=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +5 Mag / +11 Wil / +6 Cun Changes resistances: +3% acid Damage against: +20% Summoned Reduced damage from: +30% Summoned Critical mult.: +5.00% Mental save: +8 (+3 eff.) Mana each turn: +0.16 Spellpower: +4 (+1 eff.) Spell crit. chance: +7% A belt that goes around your waist. |
Pressurizer (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+2 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) 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 (+6 eff.) Spell save: +10 (+5 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. |
Sunpulverizer the linen robe (0 def, 0 armour) =9 fire etc=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Wil / +3 Con Changes resistances: +7% all Changes damage: +9% acid / +9% fire / +8% nature Reduces incoming crit damage: 10.00% Poison immunity: +20% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather gloves 'Blindripper' (0 def, 3 armour) =t4=Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce all saves and defense by 35 * 10% chance to reduce damage dealt by 28% Damage (Melee): 13 cold / 10 darkness / 32 mind Changes resistances: +7% cold Changes damage: +5% cold / +6% light / +18% darkness Mental save: -6 (-2 eff.) Mana each turn: +0.10 Spellpower: +11 (+4 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +16 arcane Damage (radius 2) on crit: +8 ice It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aryldagamina the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Fatigue: +1% Changes damage: +6% mind Physical save: +6 (+4 eff.) Only die when reaching: -60.00 life Infravision radius: +2 A cap made of leather. |
Belenne (1 def, 0 armour) =lightning res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning / +6% darkness / +3% fire / +5% arcane / +3% light Changes damage: +11% lightning Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Snowbliss the rough leather cap (0 def, 1 armour) =8 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +8 Str / +3 Dex / +1 Mag / +1 Wil Changes damage: +3% cold A cap made of leather. |
radiant steel mail armour of the deep (2 def, 7 armour) =water=Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +5% acid / +7% cold / +12% darkness / +13% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour) =phys res=Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 76.20 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
2 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. |
401 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
pouch of dwarven-steel shots 'Daimundur' (19/19, 31-37 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Damage Shield penetration (this weapon only): +20% Damage (Ranged): +16 arcane Damage (radius 1) on hit: +12 arcane / +8 temporal Damage (radius 2) on crit: +4 temporal Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of amnesia (21/21, 32-39 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
tundral pouch of stralite shots (21/21, 42-51 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Damage (Ranged): +17 cold Damage (radius 2) on crit: +8 cold Shots are used with slings to pummel your foes to death. |
crude thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Damage (radius 1) on hit: +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
Sparkpeal [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +3% blight / +3% fire / +5% arcane Changes damage: +15% cold It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 134 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. Torques are made by powerful psionics to store psionic powers. |
Xanimiba the Rotbrawn [power 43] (25 cooldown) =psi shield=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +15% temporal Changes damage: +3% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 44. * Gain a 12% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Armyromirach the Woerigor [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 63% Changes resistances: +12% light Changes damage: +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of stinging [power 158] (18 cooldown) =sting=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 167 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of conjuration 'Dazzlehue' [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Wil / +1 Con Changes resistances penetration: +5% light Light radius: +1 It can be used to fire a magical bolt dealing 157 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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. |
4 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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Spumoni the Doomelf Annihilator level 9
1st Flare 122nd year of Ascendancy at 01:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Spumoni the Doomelf Annihilator level 21
38th Haze 122nd year of Ascendancy at 18:38 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Spumoni the Doomelf Annihilator level 27
2nd Decay 122nd year of Ascendancy at 13:16 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Spumoni the Doomelf Annihilator level 30
23rd Regrowth 123rd year of Ascendancy at 05:43 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Spumoni the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 21:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Spumoni the Doomelf Annihilator level 10
7th Flare 122nd year of Ascendancy at 01:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Spumoni the Doomelf Annihilator level 20
1st Time of Equilibrium 122nd year of Ascendancy at 16:42 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Spumoni the Doomelf Annihilator level 30
6th Regrowth 123rd year of Ascendancy at 07:48 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Spumoni the Doomelf Annihilator level 26
67th Haze 122nd year of Ascendancy at 06:09 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Spumoni the Doomelf Annihilator level 25
64th Haze 122nd year of Ascendancy at 06:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Spumoni the Doomelf Annihilator level 8
2nd Mirth 122nd year of Ascendancy at 07:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Spumoni the Doomelf Annihilator level 8
4th Mirth 122nd year of Ascendancy at 11:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Spumoni the Doomelf Annihilator level 23
42nd Haze 122nd year of Ascendancy at 11:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Spumoni the Doomelf Annihilator level 15
28th Dusk 122nd year of Ascendancy at 18:02 see stats
Log
Spumoni uses Death From Above.
Spumoni takes flight!
Crippling Poison from Varsha the Writhing hits Spumoni for (34 exoskeleton), 34 nature (34 total damage).
Burning from Greater faeros hits Spumoni for (13 exoskeleton), 13 fire (13 total damage).
Spumoni has been yanked back to the tether!
Vorith the fire drake hatchling's spatial tether hits Spumoni for (43 exoskeleton), 43 temporal, (31 exoskeleton), 39 physical, (0 exoskeleton), 86 temporal, (0 exoskeleton), 70 physical (238 total damage).
Spumoni the level 30 doomelf annihilator was bludgeoned to death by Vorith the fire drake hatchling on level 4 of Daikara.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Vorith the fire drake hatchling's spatial tether killed Spumoni!
Saving game...
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Medic Turret is ready to use.
Talent Upgrade is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Reactive Armor is ready to use.
Talent Steamgun Turret is ready to use.
Talent Incendiary Grenade is ready to use.
Spumoni activates Incendiary Grenade.
Talent Chant of Fortitude is ready to use.
Spumoni activates Chant of Fortitude.
Talent Hypervision Goggles is ready to use.
Talent Vitality is ready to use.
Talent Reactive Armor is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Saving done.













































































































