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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. 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.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 34 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Gloramina the sunwall guard at level 34 on the 46th Revenge 124th year of Ascendancy at 01:19 / 1 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 36 (base 37) |
| Constitution | 33 (base 11) |
| Magic | 20 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 50 (base 43) |
Resources
| Life | -596/1097 |
| Steam | 58/100 |
| Healing Factor | 1.4193537049387 |
| Regeneration | 36.33187131944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 64 |
| Crit Chance | 32% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 64 |
| Crit Chance | 19% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Lightning | +6% |
| Physical | +5% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Acid | +30% |
| Mind | +10% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 88 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 38 |
| Physical Save | 48 |
| Spell Save | 18 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 26%( 80%) |
| Blight | + 20%( 70%) |
| Physical | + 35%( 75%) |
| Mind | + 30%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 65% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Islata the pair of voratun boots (0 def, 5 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun +3 Wil defense ------ Armor +5 Fatigue -3% Physical save +12 (+4 eff.) Life Regen +8.00 Healmod +19% Silence Resist +30% Confus Resist +32% Stun Resist +38% other ------- Encumbrance +44 Hate-on-crit +1.00 Max hate +8.00 Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Ashbloom'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% fire defense ------ Resistance +7% blight +12% temporal +6% darkness Life Regen +9.00 Blind Resist +20% Confus Resist +10% Stun Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Arcwolf' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Critical power +10.00% Damage +6% lightning When Hit 8 mind 6 lightning defense ------ Armor +4 Fatigue +4% Resistance +12% lightning Physical save +12 (+4 eff.) Unlife -80.00 life other ------- Stamina/turn +1.00 Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical Disarm Resist +90% other ------- Talents +4 Iron Grip Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | ash totem of summon tentacle 'Balilach' [power 160] (25 cooldown) =tentacle=2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +6 Wil +2 Mag offense ------ Damage +15% acid When Hit 10 acid other ------- Infravision +3 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 353 Base Damage: 180 Armor: 15 All Resist: 20 Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +7% nature +7% blight Life Regen +2.00 Poison Resist +12% Disease Resist +16% Stun Resist +21% Rings make your fingers look great! |
| On fingers | steel ring 'Tyrach'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +12% fire Physical save +6 (+2 eff.) Life Regen +3.00 Disarm Resist +20% Stun Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around neck | clarifying gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +13.00% Accuracy +6 (+1 eff.) Ignore Armor +13 defense ------ Resistance +10% mind Confus Resist +23% Amulets make your neck look great! |
| In main hand | warbringer's stralite steamsaw of massacre (36-54 power, 12 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +16.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: Stats +4 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Disarm Resist +18% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Shadowsweep1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Physical Crit +4.0% Spell Crit +5% Accuracy +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +18 Physical save +6 (+2 eff.) Create a temporary shield that absorbs 838 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
| In off hand | Zanichik the dwarven-steel steamsaw (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +45 On-hit +7 nature +22 darkness Damage Against +21% Living Uses 1.0 Steam While equipped: Stats +1 Wil offense ------ Critical power +10.00% Spellpower/crit +4 Ignore resists +5% arcane When Hit 2 blight defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Spell save +3 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Silyda the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +9 Str +4 Con offense ------ Physical Power +15 (+4 eff.) Ignore resists +10% mind +15% acid Accuracy +30 (+7 eff.) defense ------ Defense +2 (+0 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Life +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic reinforced leather armour of command (19 def, 35 armour) 9.0 Encumbrance T4 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 7 fire On-Ranged-Hit 5 fire When Hit 30 physical defense ------ Armor +35 Defense +19 (+6 eff.) Fatigue +9% Resistance +11% fire +17% physical Mind save +15 (+7 eff.) A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 0; blocks 5; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
steel amulet 'Chargequeen'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +24% lightning +18% nature Ignore resists +15% cold When Hit 8 lightning defense ------ Resistance +18% light +14% darkness Blind Resist +32% Amulets make your neck look great! |
Striketyphoon the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Critical power +10.00% Spellpower +10 (+5 eff.) Spellpower/crit +6 Ignore resists +20% mind When Hit 6 lightning defense ------ Spell save +9 (+5 eff.) Life +29.00 Disarm Resist +29% Pinning Resist +28% Knockbk Resist +31% other ------- Psi when Hit +0.24 Max mana +80.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.67 cold and 11.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xerida the Glacierream0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Mag +12 Wil +8 Cun +2 Con offense ------ Mindpower +11 (+5 eff.) Ignore resists +25% fire +10% cold When Hit 6 cold Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
savior's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +8 (+5 eff.) Mind save +6 (+3 eff.) Blind Resist +31% other ------- Infravision +4 See Stealth +5 See Invis +5 Rings make your fingers look great! |
balanced stralite longsword of shearing (35-49 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +22 (+5 eff.) Ignore Armor +6 defense ------ Defense +7 (+2 eff.) Disarm Resist +29% Sharp, long, and deadly. |
swashbuckler's dwarven-steel steamsaw of earthen fury (20-31 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +54 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +3 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +8 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Kuldil the dwarven-steel waraxe (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Str +8 Dex +5 Mag +7 Wil +6 Cun +7 Con offense ------ Critical power +10.00% defense ------ Resistance +3% lightning +15% cold Crit Resistance 5.00% Unlife -20.00 life Poison Resist +20% Knockbk Resist +10% other ------- Max stamina +30.00 One-handed war axes. |
acidic stralite waraxe of crippling (34-47 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: offense ------ Physical Crit +11.0% One-handed war axes. |
noble's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +7 Cun +5 Lck offense ------ Against +18% Summoned defense ------ Resist Against +17% Summoned Stealth +5 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 45% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
brawler's hardened leather gloves of strength (+5) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +5 Str +3 Dex +3 Cun offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +2 Physical save +5 (+1 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Cage (0 def, 0 armour)1.0 Encumbrance T3 head armor [Unique] Psionic While equipped: offense ------ Global Speed -25% defense ------ Resistance +30% mind +10% all Max Resistance +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
werebeast's voratun helm of the depths (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +5 Str +1 Dex +4 Cun +6 Con defense ------ Armor +5 Fatigue +5% Resistance +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
80 alchemist agate0.0 Encumbrance 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. |
28 onyx0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
24 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
22 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 240] potent healing salve [power 240]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 51% cooldown modifier. Heal 240 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful fiery salve [power 22] powerful fiery salve [power 22]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 51% cooldown modifier. Remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 22] powerful water salve [power 22]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Furnacespawner the ash totem of healing [power 176] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +2 Cun +2 Con offense ------ Ignore resists +10% fire When Hit 4 fire other ------- Infravision +2 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Oladugorn the Demonnigh [power 46] (20 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn * 20% chance to reduce damage dealt by 16% defense ------ Resistance +24% lightning +6% temporal +3% darkness other ------- Max hate +2.00 Max psi +10.00 Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Glimmernull' [power 494] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +25% light defense ------ Resistance +12% acid other ------- Light +3 Sting an enemy dealing 494 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 26% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 15] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful ash wand of shielding [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of lightning storm [power 176] (10 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (186 total damage) Puts all charms on 10 turn 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 clairvoyance [power 11] (19 cooldown) =track=2.0 Encumbrance T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 11, power 46 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
21 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By mindslayerraresPAIN the Whitehoof Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 23:59 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By mindslayerraresPAIN the Whitehoof Sawbutcher level 13
20th Retaking 124th year of Ascendancy at 15:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By mindslayerraresPAIN the Whitehoof Sawbutcher level 33
20th Revenge 124th year of Ascendancy at 15:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By mindslayerraresPAIN the Whitehoof Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 20:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By mindslayerraresPAIN the Whitehoof Sawbutcher level 20
50th Retaking 124th year of Ascendancy at 06:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By mindslayerraresPAIN the Whitehoof Sawbutcher level 30
16th Revenge 124th year of Ascendancy at 07:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By mindslayerraresPAIN the Whitehoof Sawbutcher level 34
45th Revenge 124th year of Ascendancy at 10:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By mindslayerraresPAIN the Whitehoof Sawbutcher level 16
33rd Retaking 124th year of Ascendancy at 17:02 see stats
Log
--------------------------------
MindslayerraresPAIN uses To The Arms.
Gloramina the sunwall guard blocks mindslayerraresPAIN's attack and retaliates with his telekinetically wielded weapon!
Gloramina the sunwall guard repels an attack from mindslayerraresPAIN.
Melee retaliation hits Gloramina the sunwall guard for (3 to psi shield), 4 acid, (7 to psi shield), 11 physical, 0 blight, 2 mind, 2 lightning (20 total damage).
Gloramina the sunwall guard hits mindslayerraresPAIN for 68 physical, 19 physical (87 total damage).
Rotting Disease from Beluselaith the sunwall archer hits mindslayerraresPAIN for 10 blight damage.
Dissolved Face from Beluselaith the sunwall archer hits mindslayerraresPAIN for 38 darkness, 24 blight (61 total damage).
Acid Splash from Gloramina the sunwall guard hits mindslayerraresPAIN for 0 acid damage.
Gloramina the sunwall guard uses Telekinetic Smash.
Gloramina the sunwall guard performs a melee critical strike against mindslayerraresPAIN!
Melee retaliation hits Gloramina the sunwall guard for (3 to psi shield), 4 acid, (7 to psi shield), 11 physical, 0 blight, 2 mind, 2 lightning, (3 to psi shield), 4 acid, (7 to psi shield), 11 physical, 0 blight, 2 mind, 2 lightning (39 total damage).
Gloramina the sunwall guard hits mindslayerraresPAIN for 237 physical, 19 physical, 92 physical, 19 physical (366 total damage).
Gloramina the sunwall guard's Beyond the Flesh performs a melee critical strike against mindslayerraresPAIN!
Ritch flamespitter spits flames!
Bleeding from MindslayerraresPAIN hits Gloramina the sunwall guard for (32 to psi shield), 48 physical (48 total damage).
Burning from MindslayerraresPAIN hits Gloramina the sunwall guard for 55 fire damage.
Melee retaliation hits Gloramina the sunwall guard for (3 to psi shield), 4 acid, (7 to psi shield), 11 physical, 0 blight, 2 mind, 2 lightning (20 total damage).
Ritch flamespitter hits mindslayerraresPAIN for 76 fire damage.
Gloramina the sunwall guard's Beyond the Flesh hits mindslayerraresPAIN for 95 physical, 0 physical (95 total damage).
--------------------------------
Gloramina the sunwall guard steals healing from mindslayerraresPAIN!
Gloramina the sunwall guard's healing is amplified!
Gloramina the sunwall guard receives 416 healing from Healing Nexus Redirection from Gloramina the sunwall guard.
Gloramina the sunwall guard uses Impale.
Gloramina the sunwall guard performs a melee critical strike against mindslayerraresPAIN!
Melee retaliation hits Gloramina the sunwall guard for (3 to psi shield), 4 acid, (7 to psi shield), 11 physical, 0 blight, 2 mind, 2 lightning (20 total damage).
Gloramina the sunwall guard hits mindslayerraresPAIN for 404 physical damage.
mindslayerraresPAIN the level 34 whitehoof sawbutcher was decapitated to death by Gloramina the sunwall guard on level 2 of Sunwall Observatory.











































































































