Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 26 / 4% |
| Size | big |
| Lifes / Deaths | Killed by Neraretha the elven tempest at level 26 on the 68th Haze 122nd year of Ascendancy at 05:14 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 57) |
| Dexterity | 11 (base 10) |
| Constitution | 1 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 62.835847353091 (base 52) |
| Cunning | 21.671694706183 (base 10) |
Resources
| Life | -70/607 |
| Equilibrium | 95 |
| Healing Factor | 1.6010526315789 |
| Regeneration | 83.414842105261 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 59 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 44 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 5.3333333333333 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 16% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.5 (48.636363636364%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 17 |
| Physical Save | 66 |
| Spell Save | 55 |
| Mental Save | 54 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 25% |
| Poison Resistance | 35% |
| Blind Resistance | 40% |
| Silence Resistance | 20% |
| Pinning Resistance | 29% |
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 78% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 50.20 life per turn. Regeneration |
| beneficial effect | You gain 30% resistance against lightning. Resolve |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The target is infected by a disease, reducing its constitution by 18 and doing 62.42 blight damage per turn. Rotting Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | Aerehor (0 def, 3 armour) Aerehor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +18% nature Changes resistances penetration: +5% mind Physical save: +20 (+5 eff.) Poison immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +2 Healing mod.: +11% 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 | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | iron gauntlets 'Betedheda' (0 def, 12 armour) iron gauntlets 'Betedheda' (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +12 Damage (Melee): 7 physical Changes damage: +3% physical Physical save: +6 (+2 eff.) Disease immunity: +10% Stun/Freeze immunity: +20% Mental crit. chance: +2% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Vorytira' (dig speed 32 turns) dwarven-steel pickaxe 'Vorytira' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Changes stats: +5 Str Changes resistances: +12% acid Physical save: +30 (+8 eff.) Spell save: +30 (+9 eff.) Mental save: +30 (+9 eff.) Poison immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Gleamspire the steel ring Gleamspire the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Physical save: +9 (+3 eff.) Spell save: +20 (+6 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Disarm immunity: +29% Confusion immunity: +15% Pinning immunity: +29% Knockback immunity: +27% Maximum life: +21.00 Light radius: +3 Rings can have magical properties. |
| Around neck | steel amulet 'Chamoldir' steel amulet 'Chamoldir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +4 Wil Changes damage: +3% acid Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Blindness immunity: +14% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
| In main hand | gifted pulsing mindstar of slime (12-13.2 power, 59 apr, nature damage) gifted pulsing mindstar of slime (12-13.2 power, 59 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 83% Wil, 46% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +59 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes damage: +4% nature Mindpower: +24 (+8 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Isolrathra IsolrathraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes damage: +15% physical Spell save: +8 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Healing mod.: +25% Size category: +1 A belt that goes around your waist. |
| In off hand | purifying thorny mindstar of storms (8-8.8 power, 44 apr, nature damage) purifying thorny mindstar of storms (8-8.8 power, 44 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Base power: 8.0 - 8.8 Uses stats: 73% Wil, 37% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +44 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 8 arcane resource burn Damage when hit (Melee): 5 lightning Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +4 Cun / +1 Con Changes resistances: +2% arcane / +7% lightning Changes resistances penetration: +5% arcane / +9% lightning Changes damage: +4% arcane / +7% lightning Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | cashmere cloak 'Duvelevon' (8 def, 0 armour) cashmere cloak 'Duvelevon' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+8 eff.) Changes resistances: +6% temporal / +12% light / +6% cold / +19% fire / +4% physical Critical mult.: +5.00% Stealth bonus: +8 Stun/Freeze immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Poliriathra the Rainqueen (3 def, 8 armour) Poliriathra the Rainqueen (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% mind / +6% physical Changes damage: +6% blight Physical save: +15 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +14 (+4 eff.) Life regen: +1.50 Maximum life: +49.00 Healing mod.: +12% A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 183) healing infusion of the warrior (heal 183)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (515% speed; 5 turns) movement infusion of the warrior (515% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 515% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+5 for 10 turns, die at -223) heroism infusion of the titan (+5 for 10 turns, die at -223)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -223 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sparkreeve the copper amulet Sparkreeve the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +18% lightning Changes resistances penetration: +20% lightning Changes damage: +3% lightning / +3% mind Amulets can have magical properties. |
clarifying copper amulet of strength (+3) clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% mind Confusion immunity: +25% Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
Splendourgrinder SplendourgrinderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Dex Changes resistances penetration: +20% light Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +24% Life regen: +1.50 Light radius: +3 Rings can have magical properties. |
warrior's gold ring of clarity warrior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing stralite waraxe (32.5-45.5 power, 5 apr)arcing stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning One-handed war axes. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 38 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
horrifying thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage) horrifying thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes damage: +3% acid / +2% mind / +2% darkness Equilibrium when hit: +0.80 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen robe 'Glimmerbrand' (0 def, 0 armour) linen robe 'Glimmerbrand' (0 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Changes stats: +1 Str / +5 Dex / +3 Mag Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Jetknave JetknaveInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Changes resistances: +7% lightning / +6% temporal / +3% physical Changes resistances penetration: +5% darkness Mental save: +3 (+1 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% A belt that goes around your waist. |
Relgeroddakhad RelgeroddakhadCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +3 (+1 eff.) Changes resistances: +2% physical Physical save: +12 (+3 eff.) Spell save: +5 (+2 eff.) Light radius: +1 Size category: +1 A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +35.00 A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+9 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
cashmere cloak 'Gloryth' (2 def, 6 armour) cashmere cloak 'Gloryth' (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% physical Critical mult.: +6.00% Only die when reaching: -40.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Flarezephyr' (0 def, 1 armour) pair of rough leather boots 'Flarezephyr' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +5% arcane / +9% fire / +9% darkness / +6% light Changes resistances penetration: +10% fire Maximum encumbrance: +23 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Eremefast the pair of iron boots (9 def, 3 armour) Eremefast the pair of iron boots (9 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +2% Changes resistances: +5% lightning / +6% temporal / +6% fire Mental save: +9 (+3 eff.) Blindness immunity: +5% Disease immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Masta the pair of iron boots (0 def, 3 armour) Masta the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +3% acid / +9% light / +12% lightning Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Breniroddazilarach (0 def, 4 armour) Breniroddazilarach (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% fire / +9% light / +6% mind / +3% blight / +8% cold / +6% nature / +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring hardened leather gloves of butchering (0 def, 2 armour) scouring hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +2 Effects when hit in melee: * 20% chance to reduce effective powers by 20% * 19 arcane resource burn Changes resistances: +5% blight Spell save: +22 (+7 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanakalthodor (0 def, 1 armour) Hanakalthodor (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -6% Changes stats: +1 Str / +3 Mag Changes resistances: +3% mind Grants telepathy: Dragon Humanoid/Orc Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Velemitira' (0 def, 2 armour) dwarven-steel gauntlets 'Velemitira' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Armour: +2 Changes stats: +2 Wil / +7 Cun / +2 Con Grants telepathy: Dragon Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +27% See invisible: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
Arawe (0 def, 5 armour) Arawe (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Damage when hit (Melee): 16 mind Changes resistances: +10% cold Changes damage: +3% mind Allows you to breathe in: water Disease immunity: +15% Teleport immunity: +5% Only die when reaching: -80.00 life A cap made of leather. |
rough leather cap 'Sewerpeal' (9 def, 1 armour) rough leather cap 'Sewerpeal' (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+9 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +1% Damage when hit (Melee): 4 nature Changes stats: +3 Str Changes resistances: +9% lightning Blindness immunity: +10% Poison immunity: +5% Disease immunity: +5% A cap made of leather. |
Aruchik the Umbrawither (0 def, 3 armour) Aruchik the Umbrawither (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 darkness Changes stats: +5 Mag / +5 Wil / +3 Cun Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +15% darkness A cap made of leather. |
Samydor (0 def, 3 armour) Samydor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +7 Cun / +7 Con Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
294 alchemist agate 294 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Brightmalice the brass lantern Brightmalice the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% light Changes damage: +15% darkness / +3% light Maximum life: +40.00 Light radius: +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. |
Isuth the Shockwind Isuth the ShockwindCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +25% fire Light radius: +4 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. |
brass lantern 'Airsnake' brass lantern 'Airsnake'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight / +12% lightning Changes resistances penetration: +25% lightning / +10% nature Changes damage: +9% nature Life regen: +1.50 Light radius: +2 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (120 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Xybrewyn (dig speed 29 turns) Xybrewyn (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +6% cold Mental save: +6 (+2 eff.) Disease immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +25% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
This item will automatically be transmogrified when you leave the level. supercharged elven-wood wand of conjuration [power 433] (12 cooldown)supercharged elven-wood wand of conjuration [power 433] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 216 to 433, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Wyrm Boy the Cornac Wyrmic level 17
69th Dusk 122nd year of Ascendancy at 13:07 see stats
Ay ay captain! (Insane (Roguelike) difficulty)
Turn into a pirate!By Wyrm Boy the Cornac Wyrmic level 18
12nd Haze 122nd year of Ascendancy at 23:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wyrm Boy the Cornac Wyrmic level 9
1st Dusk 122nd year of Ascendancy at 17:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Wyrm Boy the Cornac Wyrmic level 23
38th Haze 122nd year of Ascendancy at 19:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wyrm Boy the Cornac Wyrmic level 10
7th Dusk 122nd year of Ascendancy at 20:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wyrm Boy the Cornac Wyrmic level 20
23rd Haze 122nd year of Ascendancy at 08:05 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Wyrm Boy the Cornac Wyrmic level 24
62nd Haze 122nd year of Ascendancy at 06:57 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Wyrm Boy the Cornac Wyrmic level 14
32nd Dusk 122nd year of Ascendancy at 21:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wyrm Boy the Cornac Wyrmic level 9
6th Dusk 122nd year of Ascendancy at 22:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Wyrm Boy the Cornac Wyrmic level 15
49th Dusk 122nd year of Ascendancy at 16:17 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Wyrm Boy the Cornac Wyrmic level 24
63rd Haze 122nd year of Ascendancy at 01:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wyrm Boy the Cornac Wyrmic level 23
39th Haze 122nd year of Ascendancy at 06:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wyrm Boy the Cornac Wyrmic level 17
12nd Haze 122nd year of Ascendancy at 15:48 see stats
Log
Weakness Disease from Elven cultist hits Xereleth the ogre pounder for 63 blight damage.
Decrepitude Disease from Elven cultist hits Elven elite warrior for 74 blight damage.
Elven cultist casts Timeless.
Wyrm Boy is invigorated by the attack!
Wyrm Boy hits Something for 47 arcane damage.
Rotting Disease from Elven cultist hits Wyrm Boy for (55 antimagic), 0 blight (0 total damage).
Neraretha the elven tempest spits acid!
Wyrm Boy is invigorated by the attack!
Wyrm Boy hits Neraretha the elven tempest for 40 arcane damage.
Neraretha the elven tempest hits Wyrm Boy for (81 antimagic), 95 acid (95 total damage).
Wyrm Boy is invigorated by the attack!
Rotting Disease from Elven cultist hits Xereleth the ogre pounder for 116 blight damage.
Thunderstorm hits Wyrm Boy for 0 lightning damage.
Weakness Disease from Elven cultist hits Xereleth the ogre pounder for 63 blight damage.
Decrepitude Disease from Elven cultist hits Elven elite warrior for 74 blight damage.
Elven cultist casts Drain.
Wyrm Boy picks up (2.): supercharged elven-wood wand of conjuration [power 433] (12 cooldown).
Neraretha the elven tempest uses Ice Claw.
Neraretha the elven tempest performs a melee critical strike against Wyrm Boy!
Wyrm Boy deactivates Antimagic Shield.
Wyrm Boy is back to normal.
The antimagic shield of Wyrm Boy crumbles.
Saving game...
