












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 21 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by mountain troll thunderer at level 6 on the 77th Pyre 122nd year of Ascendancy at 02:42 0 / 7Killed by Emamibeth the stone troll at level 10 on the 6th Dusk 122nd year of Ascendancy at 18:10 Killed by Eilinelessra the brown bear at level 11 on the 7th Dusk 122nd year of Ascendancy at 01:48 Killed by mecharachnid warrior at level 12 on the 12nd Dusk 122nd year of Ascendancy at 04:16 Killed by Belewe the orc grand master assassin at level 17 on the 18th Haze 122nd year of Ascendancy at 14:18 Killed by Salabrerin the black mamba at level 19 on the 20th Haze 122nd year of Ascendancy at 17:01 Killed by Adidhewen the hornet swarm at level 21 on the 24th Haze 122nd year of Ascendancy at 22:22 |
Primary Stats
| Strength | 33 (base 19) |
| Dexterity | 74 (base 50) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 58 (base 33) |
Resources
| Life | -32/484 |
| Stamina | 41/210 |
| Steam | 100/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 7.5203491142525 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 63 |
| Crit Chance | 23% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +8% |
| Lightning | +21% |
| Darkness | +3% |
| Temporal | +6% |
| Cold | +15% |
| Physical | +4% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Nature | +15% |
| Blight | +15% |
| Acid | +5% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (69.687909656376%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 26 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 34%( 70%) |
| Mind | + 6%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Confusion Resistance | 24% |
| Disarm Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 34% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 35 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 36 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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 green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | deadly pouch of dwarven-steel shots of accuracy (23/23, 146% power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 146% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Brightripper'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +6% acid +9% darkness Spell.save +6 (+3 eff.) Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glorenne the Murkknave (10 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +3 Dex +10 Cun +4 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +3% mind +6% cold Crit.chn- 5.00% Mind.save +15 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wildripper the rough leather gloves (0 def, 7 armour) 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +9% lightning +4% physical Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 50% * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +7 Resists +6% darkness Disarm- +80% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 93% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of mindblast 'Adyth' [power 105] (6/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% mind +3% darkness HP.reg +4.00 Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Zubyrerin'0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +12% lightning +6% temporal ----- def ----- Defense +8 (+2 eff.) Resists +24% lightning Mind.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| On fingers | Falygorn the steel ring0.1 T2 ring jewelry [Random Unique] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Crit.mult +5.00% Mind.pwr +7 (+4 eff.) Melee+ 9 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 23 On Hit (Ranged): * 11% chance to reduce all saves and defense by 23 ----- def ----- Mind.save +6 (+3 eff.) Confus- +24% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Vim/s.crit +1.00 Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Airrock the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil dps ---------- Dmg.mod +3% mind Res.pen +25% lightning Melee Ret 10 lightning 2 mind ----- def ----- Resists +11% physical +25% light +13% darkness Blind- +34% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | caustic cured leather sling of fire 4.0 T2 sling 1H weapon [Ego+] Arcane/Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire On Crit.r2 +5 acid +11 nature On Hit: * applies a stacking poison dealing 20 damage per turn While equipped: dps ---------- Dmg.mod +8% fire Res.pen +5% acid +5% nature Apr +8 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of recklessness 1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Fatigue -12% ---------- misc Max.enc +30 A belt that goes around your waist. |
| In off hand | Brighthacker (0 def, 9 armour, 154% power, 217.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 155% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +218 Melee+ +8 light On Hit.r1 +8 light On Crit.r2 +25 light +22 fire On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Res.pen +10% light +15% blight On shield block: * Deals 50 light and fire damage to each enemy blocked ----- def ----- Armour +9 Fatigue +8% Resists +9% light +7% fire ---------- misc Wards +5 lightning +4 temporal +6 darkness +4 fire +7 nature +3 blight +4 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 28.47 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 156; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Carrionhunter the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature Melee Ret 8 nature ----- def ----- Resists +9% temporal +3% fire +3% darkness +5% arcane Amulets make your neck look great! |
mindweaver's steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +12% Amulets make your neck look great! |
restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Aerariathra the Earthslice0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +10 (+3 eff.) Resists +3% nature Phys.save +6 (+5 eff.) Mind.save +12 (+5 eff.) Heal.mod +5% Blind- +20% Rings make your fingers look great! |
Serpentbreak0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% acid +3% mind On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +20% acid Rings make your fingers look great! |
treant's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% nature +6% blight HP.reg +2.00 Poison- +14% Disease- +12% Stun/Frz- +24% Rings make your fingers look great! |
Ivarin the Hazevagrant (112% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 112% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +12 mind On Crit.r2 +8 cold On Hit: * 19% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% cold ----- def ----- Resists +9% cold HP.reg +4.00 Heal.mod +20% Poison- +20% Massive two-handed mauls. |
mighty rough leather sling of lightning4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
iron steamsaw 'Abyssfear' (65% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam When used to Attack: Block +40 While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +12% blight +18% fire +12% nature +9% temporal Pinning- +20% ---------- misc Talents +1 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! |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+2 eff.) Stealth +6 A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
Poresenn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +3% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Blind- +10% Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyquench (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Dex +4 Cun +2 Con dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+9 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Mirebolt the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Resists +3% lightning +12% nature +13% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Runydoleg the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% acid ----- def ----- Resists +18% fire +3% mind +7% all Die.at -20.00 life ---------- misc Stam/turn +1.00 Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Obsidianworth' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Resists +12% light Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +12 (+5 eff.) Die.at -40.00 life HP.reg +4.00 A pair of boots made of leather. |
pair of rough leather boots 'Zanukalthodolach' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +1 Resists +6% acid +1% physical +12% lightning Mind.save +3 (+2 eff.) Max.HP +60.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Manuromihad (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Cun +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Heal.mod +5% A cap made of leather. |
Sootqueen the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +4 Fatigue +4% Resists +3% mind Crit.chn- 15.00% Phys.save +6 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +8 (+3 eff.) HP.reg +2.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Kilnmight' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +11% light +11% darkness Max.HP +20.00 Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield 'Wretchlord' (0 def, 4 armour, 112% power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature When used to Attack: Power 112% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +10 cold On Crit.r2 +4 nature While equipped: Stats +2 Wil dps ---------- Melee+ 10 lightning On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 2 lightning 2 arcane ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +18% cold +6% lightning +6% fire Spell.save +3 (+1 eff.) ---------- misc Max.vim +30.00 Talents +1 Block Handheld deflection devices. |
Hazewell (17/17, 105% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 106% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +16 cold +8 nature On Crit.r2 +20 cold On Hit: * 20% chance to slow global speed by 50% Arrows are used with bows to pierce your foes to death. |
Weepvein the quiver of yew arrows (16/16, 139% power, 10 apr)3.0 T3 arrow ammo [Random Unique] Disrupt/Psionic Power 139% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 16 Rld cld 6 Ranged+ +23 physical +12 mind On Crit.r2 +4 nature On Hit: * 20% chance to reduce armor by 23% * 10% chance to slow global speed by 50% * 15% chance to reduce all saves and defense by 23 * 15 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 141 physical damage Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
269 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Velyth (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +6% acid +8% fire +9% mind Res.pen +15% acid ----- def ----- Armour +2 Defense +6 (+2 eff.) Resists +6% physical Mind.save +17 (+6 eff.) ---------- misc Hate/m.crit +3.00 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Chuchak the Chillpython2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Resists +9% mind Mind.save +6 (+3 eff.) HP.reg +4.00 Poison- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 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 171] potent healing salve [power 171]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 171 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 15] powerful frost salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Winterhash (0/15, 135% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 135% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 15 Ranged+ +20 mind +17 cold On Hit.r1 +8 cold +7 fire On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
iron torque of gale force 'Porynn' [power 110] (6/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Mind.save +6 (+3 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (6/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Boryrath [power 110] (6/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Dex ----- def ----- Phys.save +18 (+11 eff.) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyralaith [power 105] (6/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% blight ----- def ----- Defense +20 (+5 eff.) Crit.chn- 5.00% Pinning- +10% Fire a magical bolt dealing 113 fire damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Falerorion the Shockslicer [power 170] (6/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +6% nature ---------- misc Light +3 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 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of conjuration [power 170] (6/15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 196 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Archakkas the Cornac Archer level 20
24th Haze 122nd year of Ascendancy at 10:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Archakkas the Cornac Archer level 10
5th Dusk 122nd year of Ascendancy at 19:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Archakkas the Cornac Archer level 20
23rd Haze 122nd year of Ascendancy at 03:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Archakkas the Cornac Archer level 8
2nd Summertide 122nd year of Ascendancy at 16:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Archakkas the Cornac Archer level 17
39th Dusk 122nd year of Ascendancy at 13:56 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Archakkas the Cornac Archer level 19
20th Haze 122nd year of Ascendancy at 17:02 see stats
Log
Archakkas uses Disengage.
Archakkas uses Disengage.
Archakkas is moving at extreme speed!
Talent Create Tinker is ready to use.
Talent Track is ready to use.
Talent Steady Shot is ready to use.
Adidhewen the hornet swarm stops being poisoned.
Poison from Archakkas hits Thought-forged warrior for 3 nature damage.
Archakkas is no longer evading attacks.
Archakkas is not stunned anymore.
Talent Called Shots is ready to use.
Archakkas uses Ward.
Archakkas warded against nature!
Archakkas slows down.
Thought-forged warrior stops being poisoned.
Adidhewen the hornet swarm uses Mind Sear.
Archakkas reacts to damage from Adidhewen the hornet swarm, mitigating the blow!.
Adidhewen the hornet swarm hits Archakkas for (57 reacted , -5 stam), 121 mind (121 total damage).
Archakkas is no longer suffering from insomnia.
Archakkas is no longer distorted.
Talent Rune: Shatter Afflictions is ready to use.
Adidhewen the hornet swarm uses Distortion Bolt.
Adidhewen the hornet swarm's mind surges with critical power!
Archakkas reacts to damage from Adidhewen the hornet swarm's Distortion Bolt, mitigating the blow!.
Adidhewen the hornet swarm's Distortion Bolt hits Archakkas for (35 reacted , -5 stam), 75 physical (75 total damage).
Archakkas the level 21 cornac archer was tortured to death by Adidhewen the hornet swarm on level 4 of Old Forest.












































































































