
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 29 / 95% |
| Size | small |
| Lifes / Deaths | Killed by Cyruyavena the sandworm at level 17 on the 27th Dusk 122nd year of Ascendancy at 21:01 0 / 6Killed by Porimira the assassin at level 18 on the 35th Dusk 122nd year of Ascendancy at 05:02 Killed by Yvildabeth the giant yellow ant at level 19 on the 38th Dusk 122nd year of Ascendancy at 10:41 Killed by Adekira the orc cryomancer at level 22 on the 64th Dusk 122nd year of Ascendancy at 08:15 Killed by Poravea the skeleton mage at level 23 on the 9th Haze 122nd year of Ascendancy at 02:46 Killed by Grand Corruptor at level 29 on the 21st Haze 122nd year of Ascendancy at 12:17 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 46 (base 47) |
| Constitution | 19 (base 15) |
| Magic | 83 (base 60) |
| Willpower | 24 (base 13) |
| Cunning | 19 (base 15) |
Resources
| Mana | 165/165 |
| Equilibrium | 20 |
| Vim | 161/162 |
| Life | 459/459 |
| Positive | 134/134 |
| Insanity | 78/100 |
| Negative | 114/114 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 5.6656547102164 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +37.72390397069% |
| Spell | +13.84998664174% |
| Global | +154.02379469894% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 30 |
| Crit Chance | 8% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 17% |
| Speed | 0.87834880749417 |
| Cooldown Reduction | 23.333333333333 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +22% |
| Mind | +9% |
| All | +5% |
| Lightning | +8% |
| Light | +20% |
| Temporal | +28% |
| Physical | +20% |
| Darkness | +31% |
| Nature | +14% |
Offense: Damage Penetration
| Cold | +10% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 36 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 34 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 29%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 12%( 70%) |
| Physical | + 28%( 70%) |
| Mind | + 17%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Stun Resistance | 33% |
Inscriptions (3/3)
| 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 556% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 21 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Chronophage | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Rift | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.00 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Hymn of Shadows |
| talent | Atrophy |
| talent | Elemental Harmony |
| talent | Spellcraft |
| talent | Essence of Speed |
| talent | Bone Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Chezilavon, the lone alchemist. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Geyavena the white worm mass. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
| On feet | traveler's pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag defense ------ Armor +3 Fatigue -5% Physical save +8 (+4 eff.) other ------- Encumbrance +35 Spell cooldown 10% A pair of boots made of leather. |
| Light source | Samykan the Tempestwyrd1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +4 Damage +3% lightning Ignore Shields +30% On-Hit (Melee): * 10% chance to reduce armor by 41% defense ------ Spell save +3 (+2 eff.) other ------- Vim-on-crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lisetha the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+2 eff.) Spellpower/crit +8 Ignore resists +10% arcane Ignore Shields +10% When Hit 4 physical defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
| Tool | focusing stralite torque of psionic shield [power 89] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Rainbright0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil offense ------ Critical power +10.00% Damage +11% darkness Ignore resists +10% cold defense ------ Resistance +22% darkness Rings make your fingers look great! |
| On fingers | gold ring 'Murkwasp'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% nature defense ------ Resistance +1% physical +3% nature +3% mind Life Regen +3.00 Poison Resist +20% Stun Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Duryvor'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +30 (+7 eff.) Damage +6% arcane Ignore resists +10% arcane defense ------ Armor +15 Spell save +9 (+5 eff.) Cut Resist +20% Create a temporary shield that absorbs 275 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
| In main hand | Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Polurialrath the rough leather gloves (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% On-Hit 6 mind Damage +4% mind Ignore Armor +1 defense ------ Armor +7 Resistance +6% mind Physical save +12 (+6 eff.) other ------- Max stamina +30.00 Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 mind On Hit: 20% Psychic Lobotomy level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +14 (+3 eff.) Damage +8% temporal +11% arcane +5% all defense ------ Resistance +9% all other ------- Max mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Zubuleta (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +3% light Life +31.00 Life Regen +2.00 Poison Resist +20% Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
manasurge rune (regen 619% over 10 turns; mana 31; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (88% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 619% for 10 turns (15 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 259; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 259 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 162 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 316 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Vorelrann the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil defense ------ Armor +4 Resistance +10% mind +3% acid Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) Life +40.00 Confus Resist +25% other ------- Max psi +40.00 Amulets make your neck look great! |
insulating copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
warrior's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +10% darkness defense ------ Armor +6 Resistance +20% darkness Rings make your fingers look great! |
warrior's steel ring of darkness (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +10% darkness defense ------ Armor +4 Resistance +20% darkness Rings make your fingers look great! |
blazebringer's dwarven-steel dagger (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +25 fire While equipped: offense ------ Global Speed +7% Ignore resists +7% fire Sharp, short and deadly. |
iron dagger of erosion (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
stormbringer's dwarven-steel dagger (20-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +13 lightning +18 cold While equipped: offense ------ Move Speed +30% Ignore resists +8% lightning +11% cold Sharp, short and deadly. |
Staff of Absorption7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+5 eff.) Accuracy +20 (+10 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
ash magestaff 'Unlightobeisance' (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Con offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% lightning +12% darkness Ignore resists +25% darkness defense ------ Defense +7 (+3 eff.) other ------- Light +3 Infravision +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 150.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel steamsaw of lightning resistance (+17%) (20-29 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Master/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Armor +4 Defense +14 (+7 eff.) Fatigue +8% Resistance +17% lightning Disarm Resist +28% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Blood-Letter (33-46 power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
dwarven-steel waraxe 'Blizzardoblivion' (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 temporal While equipped: offense ------ Mindpower +15 (+7 eff.) Damage +9% cold Ignore resists +10% cold When Hit 10 mind 10 cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +13% temporal One-handed war axes. |
Murksever the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Ignore resists +10% darkness +10% acid On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
Eremutohad the cashmere cloak (2 def, 10 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Power +15 (+8 eff.) Ignore resists +25% mind defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +13% cold Physical save +12 (+6 eff.) other ------- Stamina/turn +3.00 Max stamina +20.00 Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 8 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 24 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Shield Power +8% Life Regen +1.80 A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather hat 'Xereyamira' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Dex +1 Mag defense ------ Armor +3 Fatigue +3% Mind save +9 (+4 eff.) Unlife -80.00 life Silence Resist +10% A hat made of leather. Very stylish. |
rough leather cap 'Yaridur' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Str defense ------ Armor +1 Fatigue +1% Resistance +6% cold +3% light +3% darkness Life +20.00 other ------- Light +1 Breathe water A cap made of leather. |
rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
Thundercutter (9 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +3 Cun +4 Dex offense ------ Mind Crit +2% Critical power +15.00% Move Speed +20% Damage +3% lightning +3% cold defense ------ Armor +4 Defense +9 (+4 eff.) Fatigue +7% other ------- Hate-on-crit +3.00 Max hate +4.00 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life Regen +2.80 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +6 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% acid +7% cold Life +38.00 Life Regen +3.50 Healmod +10% other ------- Breathe water A suit of armour made of leather. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
150 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
Blastjam (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil offense ------ Mind Crit +1% Spellpower +15 (+4 eff.) Spellpower/crit +2 Damage +3% lightning When Hit 2 blight defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Gitta the Morningdeath1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +9% light +3% fire When Hit 6 light On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Resistance +6% fire other ------- Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +7 (+3 eff.) other ------- Light +8 See Stealth +6 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +42.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Posibility the Yeek Adventurer level 29
16th Haze 122nd year of Ascendancy at 11:01 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Posibility the Yeek Adventurer level 29
21st Haze 122nd year of Ascendancy at 18:12 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Posibility the Yeek Adventurer level 21
63rd Dusk 122nd year of Ascendancy at 00:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Posibility the Yeek Adventurer level 10
10th Mirth 122nd year of Ascendancy at 00:36 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Posibility the Yeek Adventurer level 20
38th Dusk 122nd year of Ascendancy at 20:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Posibility the Yeek Adventurer level 8
6th Mirth 122nd year of Ascendancy at 21:38 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Posibility the Yeek Adventurer level 14
3rd Dusk 122nd year of Ascendancy at 14:10 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Posibility the Yeek Adventurer level 27
15th Haze 122nd year of Ascendancy at 05:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Posibility the Yeek Adventurer level 17
34th Dusk 122nd year of Ascendancy at 02:53 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Posibility the Yeek Adventurer level 27
16th Haze 122nd year of Ascendancy at 04:03 see stats
Log
Elven cultist is no longer surging arcane power.
Poison from Giant spider hits Elven cultist for 0 nature damage.
Weakness Disease from Elven cultist hits Elven cultist for 0 blight damage.
Elven cultist is no longer surging arcane power.
Elven cultist is free from the weakness disease.
Poison from Giant spider hits Elven cultist for 0 nature damage.
Posibility's solar fury subsides.
Elven cultist stops being poisoned.
The shield around elven cultist crumbles.
The shield around elven cultist crumbles.
The shield around Posibility crumbles.
Talent Temporal Shield is ready to use.
The fabric of time around Posibility returns to normal.
Posibility is no longer surging arcane power.
Talent Suncloak is ready to use.
Elven cultist casts Rune: Stormshield.
Elven cultist summons a storm to protect them!
Elven cultist's storm dissipates.
Elven cultist activates his wand!
A shield forms around elven cultist.
A shield forms around elven cultist.
A shield forms around Posibility.
Elven cultist receives 54 healing.
Talent Wayist is ready to use.
The shield around Grand Corruptor crumbles.
The shield around elven cultist crumbles.
The shield around elven cultist crumbles.
The shield around Posibility crumbles.
Rested for 53 turns (stop reason: all resources and life at maximum).





















































































































