















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! 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:
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! 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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 26 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Cyroldatira the xaren at level 22 on the 54th Regrowth 123rd year of Ascendancy at 22:04 / 2Killed by elven cultist at level 26 on the 13rd Pyre 123rd year of Ascendancy at 07:18 |
Primary Stats
| Strength | 27 (base 14) |
| Dexterity | 77 (base 49) |
| Constitution | 35 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 90 (base 57) |
Resources
| Life | -279/563 |
| Steam | 130/130 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 0.29791650043294 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 76 |
| Crit Chance | 39% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Nature | +3% |
| Cold | +12% |
| Fire | +10% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Arcane | +10% |
| Temporal | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 21 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 30 |
Defense: Resistances
| Arcane | + 20%( 70%) |
| Cold | + 30%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| 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 139% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | 15% chance to fully absorb any damaging actions. Smogscreen |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 13% talent failure, 72% reduced healing, and take 139.84 additional acid damage from melee and ranged attacks. Miasma Engine |
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 lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by Lisussra the crimson crystal. Escort: temporal explorer (level 3 of Scintillating Caves) | failed |
You failed to protect the worried loremaster from death by fearful symmetry. Escort: worried loremaster (level 2 of Daikara) | failed |
You abandoned worried loremaster, to death. Escort: worried loremaster (level 2 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | Xudhekira the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex +3 Con dps ---------- Res.pen +10% arcane Acc +15 (+4 eff.) ----- def ----- Armour +3 Resists +8% fire +7% cold A pair of boots made of leather. |
| Quiver | Hettandil the Kilnsting (56/56, 44-53 power, 5 apr) 3.0 T4 shot ammo [Random Unique] Arcane/Master Power 44.5 - 53.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 56 Rld cld 3 Ranged+ +4 fire On Hit.r1 +20 mind On Crit.r2 +4 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +3 Talents +2 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- 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 | Belirek the Corpsestar (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex +5 Cun dps ---------- Dmg.mod +3% nature Res.pen +5% nature Apr +7 On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +15% nature +15% cold Mind.save +3 (+1 eff.) A hat made of leather. Very stylish. |
| On hands | Cyragawe the Bogworm (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 Melee Ret 10 light ----- def ----- Armour +2 Resists +2% physical +6% nature +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | titan's gold ring of fire (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | warrior's gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | Gilendil 4.0 T3 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +10 Proj.spd +800% On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Res.pen +20% physical Acc +11 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's hardened leather belt of shielding1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +20% Summoned ----- def ----- Armour +7 D.Red.from +26% Summoned Create a temporary shield that absorbs 173 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | Relguldir the Chargefist (0 def, 8 armour, 53-64 power, 143.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 53.5 - 64.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +143 On Crit.r2 +31 light +26 fire While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% temporal On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +29% lightning +8% fire +9% light Max.HP +47.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Gezilagen (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun +2 Con dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Phys.save +3 (+1 eff.) Stun/Frz- +30% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galevalor the reinforced leather armour (17 def, 12 armour)9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +3% lightning +12% cold Melee Ret 4 lightning ----- def ----- Armour +12 Defense +17 (+5 eff.) Fatigue +8% Resists +5% arcane +23% temporal Spell.save +12 (+6 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 220; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 452%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 452% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 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: Air Recycler0.1 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: Alchemist's Helper0.1 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: 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: 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. |
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. |
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: Headlamp0.1 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: Healing 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. |
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. |
2 schematic: Kinetic Stabiliser0.1 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: Mana Coil0.1 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: 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. |
2 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. |
schematic: Poison 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. |
3 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: Rocket Boots0.1 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: Rustproof 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. |
3 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. |
2 schematic: Shocking Touch0.1 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: Silver Filigree0.1 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: 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. |
4 schematic: Steamgun0.1 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: 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. |
schematic: Toxic Cannister Launcher0.1 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. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+15 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Yvovea the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% Res.pen +5% mind ----- def ----- Fatigue -6% Resists +6% acid HP.reg +2.00 ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
Jetspar the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +1 Dex ----- def ----- Resists +6% darkness HP.reg +3.00 Stun/Frz- +23% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +10 Dex +3 Mag +13 Cun +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+7 eff.) Acc +17 (+4 eff.) ----- def ----- Resists +3% physical Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings make your fingers look great! |
marksman's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% nature Acc +8 (+2 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
mule's copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Fatigue -5% Resists +11% temporal ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Woemalice4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +20 darkness On Hit.r1 +4 darkness Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% darkness Res.pen +5% nature Acc +7 (+2 eff.) On Hit (Ranged): * 20% chance to slow global speed by 49% ----- def ----- Resists +3% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +5% cold HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +5% darkness A belt that goes around your waist. |
Burnking (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Res.pen +5% fire +15% mind +5% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Phlegmpeal' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% mind +5% darkness +15% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of sorcery (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightvault (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +8% nature +3% fire Res.pen +5% lightning +15% fire Melee Ret 2 fire ----- def ----- Resists +21% lightning +7% all Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +11 (+10 eff.) Dmg.mod +7% all ----- def ----- Resists +7% lightning +6% darkness +7% light +7% blight +7% fire +7% cold +9% all Phys.save +12 (+6 eff.) Spell.save +22 (+11 eff.) Mind.save +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Torodelach the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +5 Fatigue +2% Max.HP +60.00 Disease- +20% Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Porenor' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Resists +3% blight +3% cold Spell.save +9 (+5 eff.) Mind.save +9 (+4 eff.) Heal.mod +5% Knockbk- +10% Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
iron gauntlets 'Veleba' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +12% arcane Melee Ret 2 arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/s.crit +1.00 Max.stam +10.00 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. |
steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% 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. |
Eremudehek the Eclipsespiker (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% darkness Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +3% fire +12% darkness A hat made of leather. Very stylish. |
Sparkimmortal the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+4 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yvowe (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Spell.crit +3% Crit.mult +15.00% Res.pen +10% blight Melee Ret 2 blight ----- def ----- Armour +4 Fatigue +4% ---------- misc Equi/ret +0.04 Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
grounding rough leather hat of dexterity (0) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A hat made of leather. Very stylish. |
5 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. |
132 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. |
2 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
4 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. |
6 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(65 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +8 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 69). Release absorbed darkness in a 8 radius cone with a 80% chance to blind (based on lite radius), dealing 134.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 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. |
sentry's pouch of dwarven-steel shots of accuracy (48/48, 37-44 power, 8 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 37.0 - 44.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +10 Apr +8 Crit +5.0% Capacity 48 Rld cld 3 Shots are used with slings to pummel your foes to death. |
crude thunderclap coating0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron grounding strap0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! |
7 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. |
9 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. |
8 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. |
11 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 (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Oltahe the Cornac Annihilator level 20
3rd Decay 122nd year of Ascendancy at 05:03 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Oltahe the Cornac Annihilator level 22
54th Regrowth 123rd year of Ascendancy at 17:27 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Oltahe the Cornac Annihilator level 19
28th Haze 122nd year of Ascendancy at 10:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Oltahe the Cornac Annihilator level 10
2nd Summertide 122nd year of Ascendancy at 16:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Oltahe the Cornac Annihilator level 20
28th Haze 122nd year of Ascendancy at 10:23 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Oltahe the Cornac Annihilator level 20
41st Haze 122nd year of Ascendancy at 06:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Oltahe the Cornac Annihilator level 11
5th Flare 122nd year of Ascendancy at 04:52 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Oltahe the Cornac Annihilator level 23
60th Regrowth 123rd year of Ascendancy at 14:31 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Oltahe the Cornac Annihilator level 26
11st Pyre 123rd year of Ascendancy at 15:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Oltahe the Cornac Annihilator level 19
27th Haze 122nd year of Ascendancy at 22:55 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Oltahe the Cornac Annihilator level 22
54th Regrowth 123rd year of Ascendancy at 22:04 see stats
Log
Oltahe's Rocket Pod hits Elven cultist for 144 fire, 1 fire, 9 mind, 1 mind (157 total damage).
Burning Phosphorous from Oltahe hits Elven cultist for 36 fire damage.
Oltahe's Rocket Pod misses something.
Ran for 2 turns (stop reason: hostile spotted to the west (Elven cultist's Soul Rot)).
Oltahe is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Oltahe for (117 exoskeleton), 117 blight (118 total damage).
Oltahe's Rocket Pod misses something.
Something hits Oltahe for (107 exoskeleton), 107 blight (108 total damage).
Ran for 2 turns (stop reason: detrimental status effect).
Oltahe is afflicted by a rotting disease!
Decrepitude Disease from Elven cultist hits Oltahe for (18 exoskeleton), 35 blight (36 total damage).
Rotting Disease from Elven cultist hits Oltahe for (69 exoskeleton), 69 blight (70 total damage).
Oltahe uses Infusion: Healing.
Oltahe is free from the decrepitude disease.
Oltahe receives 160 healing from Infusion: Healing.
Rotting Disease from Elven cultist hits Oltahe for (15 exoskeleton), 133 blight (133 total damage).
Rotting Disease from Elven cultist hits Oltahe for (15 exoskeleton), 133 blight (133 total damage).
Oltahe's Rocket Pod misses something.
Something hits Oltahe for (15 exoskeleton), 108 fire (109 total damage).
Burning Phosphorous from Oltahe hits Elven elite warrior for 52 fire damage.
Oltahe receives 221 healing.
Rotting Disease from Elven cultist hits Oltahe for (0 exoskeleton), 121 blight (122 total damage).
Oltahe's Rocket Pod misses something.
Elven cultist's Soul Rot hits Oltahe for (15 exoskeleton), 396 blight (396 total damage).
Oltahe the level 26 cornac annihilator was diseased to death by an elven cultist on level 1 of Dark crypt.

















































































































