

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Annihilator |
| Level / Exp | 28 / 25% |
| Size | small |
| Lifes / Deaths | Killed by mecharachnid (servant of Monty) at level 14 on the 12nd Dusk 122nd year of Ascendancy at 21:28 0 / 7Killed by Voroldalle the rogue sapper at level 17 on the 7th Haze 122nd year of Ascendancy at 22:29 Killed by Vorubrenor the Thug at level 18 on the 57th Haze 122nd year of Ascendancy at 18:25 Killed by Urkis, the High Tempest at level 24 on the 7th Pyre 123rd year of Ascendancy at 20:22 Killed by mean looking elven guard at level 25 on the 45th Pyre 123rd year of Ascendancy at 18:08 Killed by Urkis, the High Tempest at level 27 on the 59th Pyre 123rd year of Ascendancy at 21:05 Killed by mecharachnid (servant of Monty) at level 28 on the 10th Flare 123rd year of Ascendancy at 00:46 |
Primary Stats
| Strength | 53 (base 32) |
| Dexterity | 67 (base 34) |
| Constitution | 44 (base 27) |
| Magic | 20 (base 14) |
| Willpower | 31 (base 14) |
| Cunning | 53 (base 35) |
Resources
| Life | -26/802 |
| Steam | 29/100 |
| Healing Factor | 1.5455007465518 |
| Regeneration | 0.38637518663796 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 15 |
| See Invisible | 23 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 64 |
| Crit Chance | 24% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Fire | +10% |
| Nature | +6% |
| Physical | +12% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Blight | +10% |
| Nature | +5% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 74.255795327849 (100%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 44 |
| Physical Save | 38 |
| Spell Save | 26 |
| Mental Save | 45 |
Defense: Resistances
| Darkness | + 43%( 70%) |
| Lightning | + 34%( 70%) |
| Nature | + 23%( 70%) |
| Temporal | + 25%( 70%) |
| Cold | + 66%( 70%) |
| Fire | + 31%( 70%) |
| Mind | + 28%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 30% |
| Disarm Resistance | 100% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Has 1 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 1 Ammo |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by red crystal. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by white wolf. Escort: lost defiler (level 3 of Trollmire) | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shade. | 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's current energy level is: 12. | 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. | 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 AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of squid ink. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
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 | Anti-Gravity Boots (10 def, 10 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +4 Rocket Boots These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (59 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (103 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | inquisitor's pouch of stralite shots of annihilation (22/22, 47-57 power, 10 apr) 3.0 T4 shot ammo [Ego++] Disrupt/Master Power 47.5 - 57.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.5% Capacity 22 Proj.spd +200% On Crit: * Deals 66 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ---------- misc Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Balosadir'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% mind +12% physical Res.pen +5% mind ----- def ----- Resists +3% mind Mind.save +3 (+1 eff.) Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | mindcaging hardened leather cap of the bounder (0 def, 4 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +4 Fatigue +3% Resists +14% mind Mind.save +18 (+6 eff.) Confus- +30% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 189.8 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Samedin' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +12% mind Res.pen +10% blight Acc +7 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +117% ---------- misc Talents +4 Iron Grip 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. |
| Tool | Geriana the Rotarc (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Dex +3 Mag +2 Con dps ---------- Dmg.mod +6% nature Res.pen +5% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +5 Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| On fingers | Emelimibeth the Blackstriker0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Mag +4 Cun +4 Con ----- def ----- Defense +7 (+2 eff.) Resists +9% darkness ---------- misc Infravis +1 See.Invis +9 Rings make your fingers look great! |
| Around neck | savior's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Phys.save +16 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +15 (+5 eff.) Amulets make your neck look great! |
| In main hand | dwarven-steel steamgun of enduring 4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 39 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Con +8 Wil ----- def ----- Max.HP +32.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt of valiance1.0 T3 belt armor [Ego+] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +5 (+2 eff.) Max.HP +62.00 A belt that goes around your waist. |
| In off hand | Pitchwilter the stralite shield (0 def, 10 armour, 47-56 power, 139.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +6.5% Block +139 On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 20% While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% darkness Res.pen +10% darkness ----- def ----- Armour +10 Fatigue +8% Resists +15% darkness +27% cold ---------- misc Max.stam +30.00 Talents +1 Block Handheld deflection devices. |
| Cloak | thick cashmere cloak of the voidstalker (3 def, 10 armour) 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +24% lightning +13% temporal +10% darkness +19% cold Stun/Frz- +40% Def/telep +13 Res/telep +13% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Therapeutic Platemail (5 def, 11 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +4 Dex +4 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
shatter afflictions rune of the wizard (absorb 70; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 70 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Tedorath the Strikesting0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% Phys.pwr +7 (+3 eff.) S.pwr/crit +6 Phys.spd +10% Dmg.mod +3% lightning +6% physical Res.pen +10% arcane ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xerelrata the Blindwinnow0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Cun +6 Con +9 Lck dps ---------- Mov.spd +10% Dmg.mod +9% light +6% temporal Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Fatigue -7% Resists +16% mind +3% temporal Unseen.red 14% HP.reg +2.00 Confus- +34% ---------- misc Stam/turn +0.90 Light +2 Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.90 cold and 13.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's copper ring of frost (+20%) ==COLD==0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +4 (+1 eff.) Resists +20% cold Rings make your fingers look great! |
rogue's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +4 (+1 eff.) Resists +22% light Rings make your fingers look great! |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Plague-Fire Sceptre (24-28 power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +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 15 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. |
yew magestaff5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Nature/Master Mastery: Staff Mastery Acc+ +1.0% proc dam (max 200%) Weapon Damage: PHYSICAL It provides ambient light (+2 radius). |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brightravager the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire +6% mind +3% temporal Res.pen +20% mind +5% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
Sunpython the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +20% fire ----- def ----- Defense +11 (+3 eff.) Resists +3% blight Stealth +8 HP.reg +4.00 Heal.mod +10% Stun/Frz- +10% Teleport- +20% A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Resists +5% fire +5% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusspawn (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +3 Dex dps ---------- Dmg.mod +9% acid +3% cold +9% nature Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +1 Resists +6% acid Stealth +5 A pair of boots made of leather. |
pair of rough leather boots 'Iceknight' (0 def, 1 armour) =COLD-FIRE=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +1 Resists +19% fire +15% cold A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+5 eff.) Mind.save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +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. |
Bethuma (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Con dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% ---------- misc Stam/turn +3.00 Infravis +2 A cap made of leather. |
cleansing rough leather hat of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A hat made of leather. Very stylish. |
dwarven-steel helm 'Dourspawn' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Fatigue +4% Resists +20% darkness +6% acid Phys.save +16 (+6 eff.) Mind.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Duskquake' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +9% fire Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +5% Resists +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat 'Baridor' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+4 eff.) Dmg.mod +3% arcane +3% blight Melee Ret 4 physical ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +21% lightning A suit of armour made of metal plates. |
barbed quiver of ash arrows (19/19, 29-41 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 19 On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
8 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. |
156 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. |
3 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. |
7 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
iron pickaxe 'Bloomwrecker' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% lightning +5% cold +5% nature Melee Ret 8 nature 2 cold On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +3% cold ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Kindletrail' (dig speed 39 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +4% Dmg.mod +12% lightning +3% fire ----- def ----- Resists +3% light +3% fire ---------- misc Max.mana +23.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 63.05 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 63.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
alchemist's lamp 'Scaldnail'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +9% temporal Res.pen +10% blight +25% temporal +10% fire ----- def ----- Resists +9% fire +9% temporal Max.HP +55.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 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. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 79% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 208] simple healing salve [power 208]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 79% cooldown modifier. Heal 208 Puts Talent Medical Injector on 15 cooldown 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. |
barbed pouch of stralite shots of amnesia (20/20, 53-64 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +12.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (15/15, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots (24/24, 19-22 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Rld cld 4 While equipped: Shots are used with slings to pummel your foes to death. |
4 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
7 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Monty the Halfling Annihilator level 14
66th Dusk 122nd year of Ascendancy at 12:03 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Monty the Halfling Annihilator level 21
45th Regrowth 123rd year of Ascendancy at 03:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Monty the Halfling Annihilator level 18
59th Haze 122nd year of Ascendancy at 01:20 see stats
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By Monty the Halfling Annihilator level 14
12nd Dusk 122nd year of Ascendancy at 21:28 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Monty the Halfling Annihilator level 21
62nd Haze 122nd year of Ascendancy at 19:09 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Monty the Halfling Annihilator level 10
10th Mirth 122nd year of Ascendancy at 22:12 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Monty the Halfling Annihilator level 20
60th Haze 122nd year of Ascendancy at 00:40 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Monty the Halfling Annihilator level 21
66th Haze 122nd year of Ascendancy at 21:48 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Monty the Halfling Annihilator level 12
7th Flare 122nd year of Ascendancy at 04:09 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Monty the Halfling Annihilator level 27
8th Flare 123rd year of Ascendancy at 10:37 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Monty the Halfling Annihilator level 25
39th Pyre 123rd year of Ascendancy at 09:04 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Monty the Halfling Annihilator level 24
5th Pyre 123rd year of Ascendancy at 00:58 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Monty the Halfling Annihilator level 24
7th Pyre 123rd year of Ascendancy at 16:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Monty the Halfling Annihilator level 16
6th Haze 122nd year of Ascendancy at 15:52 see stats
Log
Grand Corruptor hits Steamgun turret for 136 physical damage.
Grand Corruptor hits Monty for (0 exoskeleton), 187 physical (188 total damage).
Monty hits Elven corruptor for 158 physical damage.
Grand Corruptor killed Guardian turret!
Grand Corruptor killed Steamgun turret!
Grand Corruptor killed Monty!
Burning Phosphorous from Monty hits Elven corruptor for 15 fire damage.
Elven corruptor casts Blood Grasp.
Ran for 2 turns (stop reason: taken damage).
Elven corruptor's Blood Grasp hits Guardian turret for (53 shared) damage.
Elven corruptor's Blood Grasp hits mecharachnid (servant of Monty) for 90 blight damage.
Elven corruptor receives 21 healing from Elven corruptor's Blood Grasp.
Elven corruptor's Blood Grasp killed Guardian turret!
Elven corruptor casts Soul Rot.
Elven corruptor's Soul Rot hits mecharachnid (servant of Monty) for 191 blight damage.
Mecharachnid (servant of Monty) uses Gauss Cannon.
Something hits mecharachnid (servant of Monty) for 71 fire damage.
Mecharachnid (servant of Monty) uses Magnetic Accelerator.
Elven corruptor casts Drain.
Elven corruptor's spell attains critical power!
Elven corruptor hits mecharachnid (servant of Monty) for 219 blight damage.
Mecharachnid (servant of Monty) uses Tail Attachment.
Mecharachnid (servant of Monty) uses Self-destruction.
Character control switched to Monty.
















































































































