Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Male |
Race | Drem |
Class | Adventurer |
Level / Exp | 26 / 16% |
Size | medium |
Lifes / Deaths | Killed by poison gas trap at level 20 on the 24th Iron 123rd year of Ascendancy at 06:15 1 / 6Killed by Silinor the sandworm at level 20 on the 27th Iron 123rd year of Ascendancy at 07:42 Killed by Silinor the sandworm at level 23 on the 14th Steel 123rd year of Ascendancy at 03:52 Killed by Mayurevena the cutpurse at level 24 on the 34th Steel 123rd year of Ascendancy at 00:44 Killed by Velevea the grave wight at level 26 on the 1st Gold 123rd year of Ascendancy at 17:38 Killed by InsanelyDreventuron at level 26 on the 1st Gold 123rd year of Ascendancy at 17:43 |
Primary Stats
Strength | 58 (base 12) |
Dexterity | 40 (base 12) |
Constitution | 55 (base 12) |
Magic | 97 (base 54) |
Willpower | 57 (base 16) |
Cunning | 74 (base 38) |
Resources
Mana | 400/485 |
Equilibrium | 0 |
Insanity | 98/100 |
Life | 688/756 |
Psi | 130/147 |
Paradox | 300 |
Soul | 17/17 |
Healing Factor | 1.5 |
Regeneration | 2.025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 38 |
Accuracy | 48 |
Crit Chance | 23% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +10% |
Physical | +10% |
Acid | +10% |
Arcane | +12% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +20% |
Physical | +7% |
Acid | +20% |
Arcane | +20% |
Fire | +20% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 55 (60%) |
Defense | 27 |
Ranged Defense | 32 |
Fatigue | 1 |
Physical Save | 47 |
Spell Save | 51 |
Mental Save | 47 |
Defense: Resistances
Nature | + 32%( 70%) |
Cold | + 15%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Confusion Resistance | 45% |
Disarm Resistance | 28% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 523 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
talent | Beyond the Flesh |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 Magic by +2. | done |
You failed to protect the lone alchemist from death by red crystal. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Ivyda the netherworm mass. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 152. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | Yarilaneg the pair of hardened leather boots (0 def, 3 armour) Yarilaneg the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Mag +3 Cun +3 Con dps ---------- Dmg.mod +12% arcane Res.pen +20% arcane +20% acid ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+5 eff.) Mind.save +13 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 A pair of boots made of leather. |
Tool | yew wand of clairvoyance 'Eilinegara' [power 11] (6 cooldown) yew wand of clairvoyance 'Eilinegara' [power 11] (6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) HP.reg +0.60 Heal.mod +20% ---------- misc Max.stam +25.00 Reveal the area around you, dispelling darkness (radius 11, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gladiator's gold ring gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Rings can have magical properties. |
On fingers | Moldwell Moldwell0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +7 (+3 eff.) S.pwr/crit +2 Melee+ 5 bleed Ranged+ 15 bleed Res.pen +15% nature On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Spell.save +13 (+4 eff.) ---------- misc Mana/s.crit +3.00 Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | wanderer's gold amulet of strength (+4) wanderer's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% HP.reg +0.50 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
In main hand | steel waraxe 'Jetrazor' (11-15.4 power, 3 apr) steel waraxe 'Jetrazor' (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 11.0 - 15.4 Lightning Uses 100% Wil Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 darkness On Hit: * 6% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% lightning +7% physical +5% darkness Acc +13 (+4 eff.) Apr +6 Melee Ret 8 darkness ----- def ----- Defense +5 (+3 eff.) Disarm- +28% One-handed war axes. |
On hands | dwarven-steel gauntlets 'Cystgrit' (0 def, 14 armour) dwarven-steel gauntlets 'Cystgrit' (0 def, 14 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Cun ----- def ----- Armour +14 Phys.save +7 (+3 eff.) Blind- +10% Confus- +25% Pinning- +5% Stun/Frz- +10% ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Heatmistress the hardened leather belt Heatmistress the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Str +5 Mag +9 Wil +3 Cun dps ---------- Spell.crit +4% Res.pen +20% fire ---------- misc Light +3 See.Invis +6 A belt that goes around your waist. |
Cloak | thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 84% / cooldown 92%) medical injector implant (efficiency 84% / cooldown 92%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 186% / cooldown 54%) medical injector implant of the psychic (efficiency 186% / cooldown 54%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 149% / cooldown 91%) medical injector implant of the wizard (efficiency 149% / cooldown 91%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 91%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 13) steam generator implant of the wizard (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 10) steam generator implant of the wizard (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 206) healing infusion of the sneak (heal 206)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 206 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 259 over 5 turns) regeneration infusion of the duelist (heal 259 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (852% regen over 10 turns; 42 instant mana) manasurge rune of the warrior (852% regen over 10 turns; 42 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 394 for 4 turns) shielding rune of the sneak (absorb 394 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement 3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder 3 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread 2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell 2 schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell 2 schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Brodyran Brodyran0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Max.HP +10.00 HP.reg +1.00 Stun/Frz- +21% ---------- misc Stam/turn +1.00 Rings can have magical properties. |
gladiator's gold ring of pilfering gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 100% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 120% Wil, 10% Mag Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (71 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (121 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
47 alchemist agate 47 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Poravea (dig speed 29 turns) Poravea (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +5 Str +5 Wil dps ---------- Phys.crit +5.0% Mind.crit +6% ----- def ----- Resists +3% darkness Spell.save +6 (+2 eff.) Stun/Frz- +5% ---------- misc Psi/ret +0.16 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (114 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.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. |
Coalbiter [power 262] (20 cooldown) Coalbiter [power 262] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% darkness Melee Ret 8 lightning ----- def ----- Resists +6% darkness ---------- misc Wards +3 acid +3 nature +3 light Talents +1 Ward +3 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 8 (based on Willpower) for 262 Puts all charms on 20 cooldown 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of conjuration 'Islumira' [power 85] (10 cooldown) elm wand of conjuration 'Islumira' [power 85] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +3% mind +6% acid Silence- +5% Disarm- +15% Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By InsanelyDreventuron the Drem Adventurer level 20
26th Iron 123rd year of Ascendancy at 03:51 see stats
By InsanelyDreventuron the Drem Adventurer level 7
30th Voratun 122nd year of Ascendancy at 01:26 see stats
By InsanelyDreventuron the Drem Adventurer level 17
5th Iron 123rd year of Ascendancy at 00:09 see stats
By InsanelyDreventuron the Drem Adventurer level 7
30th Voratun 122nd year of Ascendancy at 01:26 see stats
By InsanelyDreventuron the Drem Adventurer level 23
8th Steel 123rd year of Ascendancy at 05:30 see stats
By InsanelyDreventuron the Drem Adventurer level 10
10th Profit 122nd year of Ascendancy at 02:08 see stats
By InsanelyDreventuron the Drem Adventurer level 20
21st Iron 123rd year of Ascendancy at 23:39 see stats
By InsanelyDreventuron the Drem Adventurer level 16
33rd Dearth 122nd year of Ascendancy at 03:53 see stats
By InsanelyDreventuron the Drem Adventurer level 8
5th Profit 122nd year of Ascendancy at 00:41 see stats
By InsanelyDreventuron the Drem Adventurer level 11
17th Profit 122nd year of Ascendancy at 01:54 see stats
By InsanelyDreventuron the Drem Adventurer level 21
1st Steel 123rd year of Ascendancy at 02:33 see stats
By InsanelyDreventuron the Drem Adventurer level 15
44th Profit 122nd year of Ascendancy at 09:12 see stats
Log
Velevea the grave wight casts Mind Disruption.
InsanelyDreventuron wanders around!.
Burning Shock from Velevea the grave wight hits InsanelyDreventuron for 26 fire damage.
Velevea the grave wight casts Invoke Darkness.
Velevea the grave wight hits InsanelyDreventuron for 282 darkness damage.
Burning Shock from Velevea the grave wight hits InsanelyDreventuron for 26 fire damage.
Velevea the grave wight casts Lightning.
Velevea the grave wight's spell attains critical power!
Velevea the grave wight hits InsanelyDreventuron for 239 lightning damage.
InsanelyDreventuron the level 26 drem adventurer was shocked to death by Velevea the grave wight on level 3 of Daikara.
You have 1 life(s) left.
InsanelyDreventuron deactivates Temporal Hounds.
InsanelyDreventuron is not stunned anymore.
InsanelyDreventuron deactivates Beyond the Flesh.
InsanelyDreventuron deactivates Necrotic Aura.
InsanelyDreventuron deactivates Wild Growth.
InsanelyDreventuron seems more focused.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Velevea the grave wight killed InsanelyDreventuron!
Talent Infusion: Regeneration is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Dig is ready to use.
Talent Create Minions is ready to use.
InsanelyDreventuron activates Beyond the Flesh.
Saving done.
Saving game...