















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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 32 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Lisumilaith the corrupted acidic digestor at level 32 on the 60th Regrowth 123rd year of Ascendancy at 03:49 / 1 |
Primary Stats
| Strength | 37 (base 15) |
| Dexterity | 95 (base 60) |
| Constitution | 23 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 93 (base 60) |
Resources
| Life | -412/613 |
| Steam | 93/100 |
| Healing Factor | 1.2599022211821 |
| Regeneration | 21.733313315391 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 13 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 72 |
| Crit Chance | 53% |
| APR | 25 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +16% |
| Cold | +7% |
| Physical | +6% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52 (41.286633628497%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 5.1670841105689 |
| Physical Save | 47 |
| Spell Save | 38 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 55%( 70%) |
| Light | + 11%( 70%) |
| Mind | + 8%( 70%) |
| Cold | + 18%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 20%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 0% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 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 142% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 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 96% efficiency and cooldown mod of 74%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -612 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1224 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Salidhessra the lesser vampire. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Amue the quasit. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Eilinobretta the copperhead snake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within4 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 | Velisemira (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +34 (+8 eff.) Armour: +5 Changes stats: +3 Mag / +2 Wil Talent granted: +2 Rocket Boots Stamina each turn: +2.00 Spellpower: +6 (+2 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | deadly pouch of voratun shots (21/21, 66-79 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 When wielded/worn: Talent granted: +3 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | Eletira Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +3% mind Changes damage: +16% light Mental save: +6 (+2 eff.) Blindness immunity: +20% Life regen: +4.00 Maximum life: +40.00 Light radius: +7 See stealth: +13 See invisible: +6 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 | Branurantir (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +14 Dex / +3 Wil / +11 Cun / +4 Con Mental save: +12 (+4 eff.) Only die when reaching: -40.00 life Mindpower: +4 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 174.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Eilinytira the drakeskin leather gloves (0 def, 9 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Effects on melee hit: * 18% chance to reduce all saves and defense by 37 Damage (Melee): 15 mind / 6 physical / 21 darkness / 7 cold Changes resistances: +8% cold Changes damage: +7% cold / +6% physical Talent granted: +3 Iron Grip Spell save: +12 (+5 eff.) Mental save: -10 (-3 eff.) Disarm immunity: +80% Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spell crit. chance: +3% Mindpower: +6 (+1 eff.) Damage Shield penetration: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | savior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
| On fingers | stralite sapphire ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Life regen: +13.00 Maximum life: +56.00 Healing mod.: +15% Rings make your fingers look great! |
| Around neck | Eremotar the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +1 Cun / +10 Lck Changes damage: +6% mind Talent masteries: +0.20 Steamtech / Magnetism +0.20 Steamtech / Chemistry Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Infravision radius: +2 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
| In main hand | swiftstrike voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * chills your foe dealing 34 damage and slowing them by one tenth of a turn Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +8.0% Changes stats: +3 Cun Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Urentir' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Changes stats: +5 Dex / +4 Cun / +8 Lck Changes resistances: +6% light / +6% fire Trap disarming bonus: +12 Stealth bonus: +9 Physical save: +6 (+2 eff.) Disease immunity: +20% Confusion immunity: +20% Infravision radius: +5 Slows Projectiles: +10% A belt that goes around your waist. |
| In off hand | crackling stralite shield of shrapnel (0 def, 8 armour, 47-56 power, 146.5 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +14 lightning When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 1 lightning On shield block: * Cause enemies within radius 6 to bleed for 281 physical damage over 5 turns (1/turn) Changes stats: +2 Dex Changes resistances: +14% lightning Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Tidevortex the cashmere cloak (9 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +3 Con Changes resistances: +24% lightning / +6% cold Talent mastery: +0.30 Technique / Combat training Physical save: +8 (+3 eff.) Spell save: +12 (+5 eff.) Stun/Freeze immunity: +40% Stamina each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spell crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Loratir the cured leather armour (13 def, 10 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Armour: +10 Defense: +13 (+3 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 6 blight Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +10% fire / +21% physical Critical mult.: +5.00% Physical save: +12 (+4 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.60 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 76 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
XerinnePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con / +3 Mag Critical mult.: +10.00% Spell crit. chance: +1% Amulets make your neck look great! |
copper amulet 'Glorumira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +7 Wil Changes resistances: +3% acid Psi when hit: +0.08 Maximum hate: +2.00 Maximum psi: +10.00 Amulets make your neck look great! |
wanderer's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +14 Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Critical mult.: +10.00% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Tempestkiss the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning / +6% cold Critical mult.: +15.00% Mental save: +5 (+2 eff.) Confusion immunity: +23% Hate when firing a critical mind attack: +1.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Boltmalice (43-60 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +77 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 6 lightning Changes resistances penetration: +25% fire Changes damage: +9% mind / +27% lightning Global speed: +11% Sharp, long, and deadly. |
drakeskin leather sling 'Glittertreason'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to reduce all saves and defense by 37 Damage (Ranged): +20 light When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Effects on ranged hit: * 10% chance to reduce all saves and defense by 37 Changes resistances: +6% light Changes resistances penetration: +10% all / +15% physical Changes damage: +3% light Slings are used to hurl stones or metal shots at your foes. |
voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Eroharasin the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Wil / +1 Cun / +6 Con Changes resistances: +7% lightning / +6% temporal A belt that goes around your waist. |
Torunariregar (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Blindness immunity: +20% Disease immunity: +20% Only die when reaching: -20.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 (+0 eff.) Changes stats: +1 Str / +1 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. |
Bleakquell (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Mag / +1 Cun / +1 Con Changes resistances: +25% acid / +6% darkness / +7% all Changes damage: +11% acid / +3% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eliriathra the pair of rough leather boots (5 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +1.0% Armour: +2 Defense: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Stamina each turn: +1.00 Infravision radius: +1 A pair of boots made of leather. |
Hotohor (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Dex / +10 Mag Changes damage: +9% acid Life regen: +1.00 See invisible: +6 Healing mod.: +11% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Griniruirath' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +6% temporal / +9% fire Physical save: +24 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +35% Stamina each turn: +3.00 Maximum hate: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Sparkjustice the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +4 Wil / +5 Cun Changes resistances penetration: +15% lightning Critical mult.: +15.00% Mental save: +6 (+2 eff.) A cap made of leather. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aeronn (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Spell save: +12 (+5 eff.) Pinning immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betheyabeth the FlashsparInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning / 2 temporal Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +6% mind / +3% fire Light radius: +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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
garnet0.00 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. |
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 Activation costs 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. |
great water salve [power 21] great water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent pain suppressor salve [power 174] potent pain suppressor salve [power 174]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -174 life and reduces all damage by 17% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent water salve [power 16] potent water salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (16% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 252] powerful healing salve [power 252]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 252 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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) Activation costs 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. |
good black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes damage: +10% darkness Light radius: -2 Infravision radius: +4 See invisible: +4 Tinkers can be attached to normal items to improve them with steam power! |
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. |
5 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shaya the Cornac Annihilator level 19
67th Haze 122nd year of Ascendancy at 13:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shaya the Cornac Annihilator level 24
10th Allure 123rd year of Ascendancy at 16:53 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shaya the Cornac Annihilator level 31
27th Regrowth 123rd year of Ascendancy at 03:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shaya the Cornac Annihilator level 26
4th Regrowth 123rd year of Ascendancy at 06:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shaya the Cornac Annihilator level 10
2nd Mirth 122nd year of Ascendancy at 02:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shaya the Cornac Annihilator level 20
71st Haze 122nd year of Ascendancy at 23:03 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Shaya the Cornac Annihilator level 30
14th Regrowth 123rd year of Ascendancy at 19:16 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shaya the Cornac Annihilator level 31
38th Regrowth 123rd year of Ascendancy at 04:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shaya the Cornac Annihilator level 24
10th Allure 123rd year of Ascendancy at 16:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Shaya the Cornac Annihilator level 17
27th Haze 122nd year of Ascendancy at 15:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shaya the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 00:26 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shaya the Cornac Annihilator level 22
2nd Wintertide 123rd year of Ascendancy at 14:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shaya the Cornac Annihilator level 16
22nd Haze 122nd year of Ascendancy at 01:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shaya the Cornac Annihilator level 24
10th Allure 123rd year of Ascendancy at 20:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shaya the Cornac Annihilator level 16
18th Haze 122nd year of Ascendancy at 18:47 see stats
Log
Burning Phosphorous from Shaya hits Lisumilaith the corrupted acidic digestor for 52 fire damage.
Glelle the corrupted acidic digestor casts Burning Hex.
Shaya shrugs off Glelle the corrupted acidic digestor's 'Burning Hex'!
Mecharachnid (servant of Shaya) is hexed!
Lisumilaith the corrupted acidic digestor casts Entropic Gift.
Shaya is consumed by entropy!
Lisumilaith the corrupted acidic digestor's is no longer wasting away.
Lisumilaith the corrupted acidic digestor is wasting away!
Mayytira the corrupted dendritic hemospinner's Eyal's Wrath hits Shaya for 22 nature damage.
Mayytira the corrupted dendritic hemospinner's Eyal's Wrath hits Mecharachnid (servant of Shaya) for 34 nature damage.
Mayytira the corrupted dendritic hemospinner deactivates Tempest of Metal.
Shaya uses Stormstrike.
Shaya performs a melee critical strike against Lisumilaith the corrupted acidic digestor!
Lisumilaith the corrupted acidic digestor's void star absorbs the damage from Shaya, converting it into entropy!
Shaya performs a melee critical strike against Lisumilaith the corrupted acidic digestor!
Mecharachnid (servant of Shaya) uses Haywire Missiles.
Shaya hits Lisumilaith the corrupted acidic digestor for (196 to entropy), 147 lightning (147 total damage).
Glelle the corrupted acidic digestor hits Mecharachnid (servant of Shaya) for 49 fire damage.
Shaya killed Lisumilaith the corrupted acidic digestor!
Entropic Gift from Lisumilaith the corrupted acidic digestor hits Shaya for 64 temporal, 53 darkness (117 total damage).
Glelle the corrupted acidic digestor casts Wraithform.
Glelle the corrupted acidic digestor turns into a wraith.
Lisumilaith the corrupted acidic digestor's black hole pulls Shaya in!
Character control switched to mecharachnid (servant of Shaya).
Lisumilaith the corrupted acidic digestor's black hole pulls mecharachnid (servant of Shaya) in!
Character control switched to Shaya.
Lisumilaith the corrupted acidic digestor's black hole hits Shaya for 49 temporal, 41 darkness (91 total damage).
Lisumilaith the corrupted acidic digestor's black hole hits Mecharachnid (servant of Shaya) for 77 temporal, 50 darkness (127 total damage).
Shaya the level 32 cornac annihilator was darkened to death by Lisumilaith the corrupted acidic digestor on level 1 of The Godfeaster.






































































































