
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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.
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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! 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:
FlexSpec Respec Limitation Relaxer 1.5.5Showing 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 More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 34 / 16% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 10 on the 18th Profit 122nd year of Ascendancy at 02:35 3 / 4Killed by Bill the Stone Troll at level 12 on the 32nd Profit 122nd year of Ascendancy at 07:46 Killed by Necromunda's Inner Demon at level 29 on the 20th Loss 123rd year of Ascendancy at 22:47 Killed by nightmare horror at level 29 on the 21st Loss 123rd year of Ascendancy at 01:05 |
Primary Stats
Strength | 16 (base 8) |
Dexterity | 54 (base 48) |
Constitution | 35 (base 23) |
Magic | 85 (base 60) |
Willpower | 19 (base 10) |
Cunning | 45 (base 25) |
Resources
Life | 1123/1123 |
Mana | 394/394 |
Insanity | 0/100 |
Healing Factor | 1.3016660017318 |
Regeneration | 2.9287485038966 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +125.84328082364% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 35.981969560783 |
See Invisible | 40.981969560783 |
Offense: Mainhand
Damage | 135 |
Accuracy | 65 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Acid | +15% |
Light | +28% |
Darkness | +94% |
Blight | +18% |
Cold | +15% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +43% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 42.55869463377 (100%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 40 |
Mental Save | 33 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 59%( 70%) |
Physical | + 26%( 70%) |
Cold | + 29%( 70%) |
All | + 19%( 70%) |
Darkness | + 70%( 70%) |
Light | + 10%( 70%) |
Temporal | + 52%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 453 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Parasite | 1.40 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Chaos Orbs |
talent | Chant of Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by Necromunda. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Necromunda. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Necromunda. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Necromunda. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Necromunda. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Necromunda. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Necromunda. Escort: temporal explorer (level 4 of Old Forest) | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 372. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * '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 bloated horror heart. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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 vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Physical Crit +3.0% defense ------ Armor +1 Unlife -60.00 life Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 78, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 378.38 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +4 Mag +6 Con offense ------ Damage +15% cold When Hit 6 cold defense ------ Resistance +12% cold Crit Resistance 15.00% Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +10 Mag +6 Wil offense ------ Spellpower +13 (+3 eff.) On-Hit 15 light On-Ranged-Hit 18 light Damage +13% light Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +6 Mag defense ------ Mind save +8 (+4 eff.) Life +54.00 other ------- Mana/turn +0.15 Max mana +28.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Critical power +22.00% Spellpower +25 (+6 eff.) On-Hit 19 fire Damage +25% darkness other ------- Max mana +43.00 See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun offense ------ Damage +15% darkness Ignore resists +25% darkness +25% lightning When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +2 Resistance +6% darkness +6% temporal Physical save +9 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) 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. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +11% darkness Ignore resists +8% darkness Accuracy +20 (+5 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +17% darkness Stealth +11 Life +72.00 other ------- Max stamina +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.0 Encumbrance potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 create a protective shield absorbing at most 103 damage for 3 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 other ------- Masteries +0.12 Demented/Disfigured face Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Mag +6 Wil +5 Cun offense ------ Physical Crit +3.0% Spell Crit +1% Spellpower +3 (+1 eff.) Spellpower/crit +5 Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 staff 1H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+1 eff.) Damage +12% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 175% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+7 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 3.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag +3 Wil offense ------ Spell Crit +10% Critical power +5.00% Spellpower +20 (+5 eff.) Damage +20% darkness Ignore resists +5% arcane +5% fire defense ------ Resistance +18% fire other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil offense ------ Spell Crit +11% Critical power +6.00% Spellpower +12 (+3 eff.) Damage +20% darkness other ------- Max mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 31 While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +23% One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 17.0 - 23.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+5 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 96.83 mind damage (based on Willpower) to all within radius 5. Uses 33 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Resistance +3% lightning +9% darkness +3% blight +5% fire +5% arcane +6% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Wil +3 Cun defense ------ Physical save +11 (+3 eff.) Spell save +11 (+4 eff.) Mind save +11 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +9% acid +3% physical Ignore resists +5% acid defense ------ Defense +1 (+1 eff.) Spell save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Resistance +3% acid Life +52.00 Poison Resist +10% Teleport Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +3 Con offense ------ Physical Power +10 (+2 eff.) Damage +6% mind defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +10% cold other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Mag +8 Wil offense ------ Physical Power +12 (+3 eff.) Spellpower +7 (+2 eff.) On-Hit 4 arcane 8 temporal On-Ranged-Hit 8 temporal Damage +6% blight +8% temporal +3% arcane Ignore resists +15% blight +5% temporal defense ------ Armor +2 Resistance +5% arcane +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +3 Cun +1 Con offense ------ Physical Crit +13.0% Spell Crit +17% Mind Crit +20% Critical power +11.00% defense ------ Armor +3 Fatigue +5% Resistance +12% mind other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+7 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 15 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.22 mind and 22.31 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.88 mind and 4.85 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 5.14 mind and 8.67 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+3 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +10 Mag offense ------ Spellpower +25 (+6 eff.) defense ------ Resistance +3% blight +12% fire Pinning Resist +20% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Wil offense ------ Damage +7% nature When Hit 6 fire defense ------ Resistance +11% nature Crit Resistance 10.00% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 109 Armor: 1 All Resist: 0 Puts all charms on 21 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +10 Con defense ------ Defense +10 (+4 eff.) Resistance +6% nature other ------- Max stamina +30.00 Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Necromunda the Drem Writhing One level 31
26th Loss 123rd year of Ascendancy at 21:20 see stats
By Necromunda the Drem Writhing One level 20
21st Gold 123rd year of Ascendancy at 01:59 see stats
By Necromunda the Drem Writhing One level 30
23rd Loss 123rd year of Ascendancy at 23:44 see stats
By Necromunda the Drem Writhing One level 24
17th Profit 123rd year of Ascendancy at 04:00 see stats
By Necromunda the Drem Writhing One level 29
21st Loss 123rd year of Ascendancy at 23:48 see stats
By Necromunda the Drem Writhing One level 34
26th Iron 124th year of Ascendancy at 22:15 see stats
By Necromunda the Drem Writhing One level 21
26th Stralite 123rd year of Ascendancy at 01:55 see stats
By Necromunda the Drem Writhing One level 15
24th Shortage 122nd year of Ascendancy at 16:45 see stats
By Necromunda the Drem Writhing One level 32
14th Iron 124th year of Ascendancy at 22:43 see stats
By Necromunda the Drem Writhing One level 15
5th Iron 123rd year of Ascendancy at 18:12 see stats
By Necromunda the Drem Writhing One level 18
22nd Steel 123rd year of Ascendancy at 11:39 see stats
By Necromunda the Drem Writhing One level 22
35th Stralite 123rd year of Ascendancy at 07:34 see stats
By Necromunda the Drem Writhing One level 20
21st Gold 123rd year of Ascendancy at 01:37 see stats
By Necromunda the Drem Writhing One level 31
28th Loss 123rd year of Ascendancy at 06:28 see stats
By Necromunda the Drem Writhing One level 10
14th Profit 122nd year of Ascendancy at 13:15 see stats
By Necromunda the Drem Writhing One level 20
20th Gold 123rd year of Ascendancy at 21:21 see stats
By Necromunda the Drem Writhing One level 30
22nd Loss 123rd year of Ascendancy at 14:49 see stats
By Necromunda the Drem Writhing One level 20
21st Gold 123rd year of Ascendancy at 01:59 see stats
By Necromunda the Drem Writhing One level 20
12nd Stralite 123rd year of Ascendancy at 10:28 see stats
By Necromunda the Drem Writhing One level 26
19th Wealth 123rd year of Ascendancy at 09:28 see stats
By Necromunda the Drem Writhing One level 23
7th Profit 123rd year of Ascendancy at 19:38 see stats
By Necromunda the Drem Writhing One level 33
15th Iron 124th year of Ascendancy at 03:51 see stats
By Necromunda the Drem Writhing One level 14
16th Loss 122nd year of Ascendancy at 02:55 see stats
By Necromunda the Drem Writhing One level 5
19th Voratun 122nd year of Ascendancy at 09:25 see stats
By Necromunda the Drem Writhing One level 20
21st Gold 123rd year of Ascendancy at 01:59 see stats
By Necromunda the Drem Writhing One level 18
22nd Steel 123rd year of Ascendancy at 17:35 see stats
By Necromunda the Drem Writhing One level 20
24th Gold 123rd year of Ascendancy at 00:28 see stats
By Necromunda the Drem Writhing One level 32
12nd Iron 124th year of Ascendancy at 02:50 see stats
By Necromunda the Drem Writhing One level 14
20th Loss 122nd year of Ascendancy at 00:43 see stats
By Necromunda the Drem Writhing One level 31
24th Loss 123rd year of Ascendancy at 04:46 see stats
By Necromunda the Drem Writhing One level 23
6th Profit 123rd year of Ascendancy at 23:31 see stats
By Necromunda the Drem Writhing One level 30
23rd Loss 123rd year of Ascendancy at 11:40 see stats
Log
You don't see how to get there...
Today is the 7th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Ran for 4 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 8th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 9th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:18.
Ran for 3 turns (stop reason: hostile spotted to the northeast (Orcs patrol)).
Today is the 10th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 11st Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Ran for 6 turns (stop reason: didn't move).
Today is the 12nd Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:11.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Today is the 13rd Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 14th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Ran for 7 turns (stop reason: didn't move).
You cannot do that on the world map.