










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Better Item Description 1.5.5This 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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Class: Revamped Wyrmic 1.5.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap 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 | Normal Adventure |
| Sex | Male |
| Race | Dark Faerie |
| Class | Blood Mage |
| Level / Exp | 15 / 96% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 53.482048821305 (base 33) |
| Magic | 54 (base 32) |
| Willpower | 15 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 508/585 |
| Vim | 22/48 |
| Healing Factor | 1.5597562486475 |
| Regeneration | 3.9773784340511 |
Speed
| Mental | +19.190373178437% |
| Attack | 0% |
| Movement | 0% |
| Spell | +38.380746356884% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 34 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 0.84 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 36% |
| Speed | 0.72264388386879 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +51% |
| Lightning | +26% |
| Darkness | +31% |
| Cold | +30% |
| Blight | +31% |
| Arcane | +51% |
| Fire | +36% |
| All | +21% |
Defense: Base
| Armour (hardiness) | 9.701064516484 (39.223300970874%) |
| Defense | 32 |
| Ranged Defense | 35 |
| Fatigue | 2 |
| Physical Save | 44 |
| Spell Save | 44 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 12%( 76%) |
| Darkness | + 12%( 76%) |
| Fire | + 6%( 70%) |
| Cold | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 72% |
| Confusion Resistance | 44% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (84% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 150 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (84% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 251 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Pyre | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Trauma | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/24 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Corruption / Blood magic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blood spear | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dark-faerie | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blood Spear |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +38% Combat Speed: +19% All Damage: +21% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | 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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You abandoned repented thief to death. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Dreadfell) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)]undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour) 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 (-) Defense +2 (+1 eff.) (-) Rng.Def +3 (+2 eff.) (-) Fatigue +1% (-) Silence- +20% (-) Confus- +22% (-) Stun/Frz- +20% (-) A pair of boots made of leather. |
| Light source | [vs. Guardian's Bell (Light source)] Guardian's BellGuardian's Bell 1.0 lite [Unique] Nature While equipped: Stats +10(-) Dex +10(-) Mag dps ---------- Spell.pwr +30 (+10 eff.) (-) ----- def ----- Resists +12%(-) blight +12%(-) darkness Res.Cap +6%(-) blight +6%(-) darkness ---------- misc Light +5 (-) This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | [vs. Torelach the cashmere wizard hat (2 def, 0 armour) (On head)]Torelach the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +3(-) Mag +4(-) Con dps ---------- Dmg.mod +9%(-) acid +5%(-) lightning +5%(-) fire +30%(-) arcane +5%(-) cold ----- def ----- Defense +2 (+1 eff.) (-) Resists +9%(-) cold Disease- +5% (-) Stun/Frz- +10% (-) Teleport- +10% (-) ---------- misc Max.mana +42.00 (-) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5(-) Lck ----- def ----- Defense +5 (+3 eff.) (-) ---------- misc T.Disarm +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Wheel of Fate 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3(-) Dex +5(-) Mag +1(-) Wil dps ---------- Acc +13 (+7 eff.) (-) Apr +7 (-) ----- def ----- Defense +8 (+4 eff.) (-) Mind.save +7 (+3 eff.) (-) Confus- +22% (-) ---------- misc Infravis +1 (-) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]titan's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +0(-3) Dex +0(-5) Mag +0(-1) Wil +3 Con dps ---------- Acc +0 (+0 eff.) (-13 (-7 eff.)) Apr +0 (-7) ----- def ----- Defense +0 (+0 eff.) (-8 (-4 eff.)) Phys.save +6 (+2 eff.) Mind.save +0 (+0 eff.) (-7 (-3 eff.)) HP.reg +0.90 Confus- +0% (-22%) Stun/Frz- +20% ---------- misc Infravis +0 (-1) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Beaharakhad (Around waist)]Beaharakhad 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2(-) Str +5(-) Con ----- def ----- Defense +3 (+2 eff.) (-) Rng.Def +3 (+2 eff.) (-) Max.HP +30.00 (-) HP.reg +0.60 (-) A belt that goes around your waist. |
| In main hand | [vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]Kor's Fall (10-12 power, 0 apr, blight element) 5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Blight Uses 110% Mag Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +0 (-) Crit +1.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +8% (-) Spell.pwr +7 (+3 eff.) (-) Dmg.mod +10%(-) acid +10%(-) fire +10%(-) darkness +10%(-) blight ---------- misc See.Invis +2 (-) Talents +1.00(-) Command Staff Masteries +0.10(-) Corruption/Bone Bone Spear: Level 4.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 160.37 physical damage to all targets in line, and inflicting bleeding for another 80.18 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | [vs. polar rough leather gloves (0 def, 1 armour) (On hands)]polar rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6(-) cold Dmg.mod +4%(-) cold ----- def ----- Armour +1 (-) Resists +5%(-) cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. spellwoven linen robe (0 def, 0 armour) (Main armor)]spellwoven linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% (-) Spell.pwr +2 (+1 eff.) (-) ----- def ----- Spell.save +16 (+6 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. linen cloak of the Shaloren (1 def, 0 armour) (Cloak)]linen cloak of the Shaloren (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1(-) Mag +1(-) Wil ----- def ----- Defense +1 (+1 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. vitalizing steel amulet of healing (Around neck)]vitalizing steel amulet of healing 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3(-) Con ----- def ----- Phys.save +7 (+2 eff.) (-) Max.HP +34.00 (-) HP.reg +0.80 (-) Heal.mod +14% (-) Cut- +50% (-) Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 107 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
[vs. vitalizing steel amulet of healing (Around neck)]Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: Stats +0(-3) Con dps ---------- Mind.pwr +5 (+5 eff.) Melee+ 5 mind Ranged+ 5 mind ----- def ----- Phys.save +0 (+0 eff.) (-7 (-2 eff.)) Max.HP +0.00 (-34.00) HP.reg +0.00 (-0.80) Heal.mod +0% (-14%) Cut- +0% (-50%) ---------- 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... |
[vs. Wheel of Fate (On fingers, 1 of 2)]Sunresolve 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +0(-3) Dex +0(-5) Mag +3(+2) Wil dps ---------- Dmg.mod +11% light Acc +0 (+0 eff.) (-13 (-7 eff.)) Apr +0 (-7) On Hit (Melee): * 30% chance to blind ----- def ----- Defense +0 (+0 eff.) (-8 (-4 eff.)) Resists +25% light Crit.dmg- 15.00% Mind.save +0 (+0 eff.) (-7 (-3 eff.)) Confus- +0% (-22%) ---------- misc Infravis +0 (-1) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +0(-3) Dex +0(-5) Mag +4(+3) Wil +6 Con dps ---------- Dmg.mod +15% cold Acc +0 (+0 eff.) (-13 (-7 eff.)) Apr +0 (-7) ----- def ----- Defense +0 (+0 eff.) (-8 (-4 eff.)) Resists +10% nature +25% cold Mind.save +0 (+0 eff.) (-7 (-3 eff.)) Confus- +0% (-22%) ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Infravis +0 (-1) Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.48 cold and 10.69 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]elm starstaff (10-12 power, 2 apr, darkness element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Darkness Uses 80% Mag Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +2 (+2) Crit +2.5% (+1.0%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +1% (-7%) Spell.pwr +3 (+1 eff.) (-4 (-2 eff.)) Dmg.mod +0%(-10%) acid +0%(-10%) fire +10%(-) darkness +0%(-10%) blight ---------- misc See.Invis +0 (-2) Talents +1.00(-) Command Staff Masteries +0.00(-0.10) Corruption/Bone Staves designed for wielders of magic, by the greats of the art. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]elm vilestaff of fate (10-12 power, 2 apr, blight element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Blight Uses 80% Mag Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +2 (+2) Crit +2.5% (+1.0%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +4% (-4%) Spell.pwr +3 (+1 eff.) (-4 (-2 eff.)) Dmg.mod +10%(-) blight +0%(-10%) fire +0%(-10%) darkness +0%(-10%) acid ----- def ----- Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +0 (-2) Talents +1.00(-) Command Staff Masteries +0.00(-0.10) Corruption/Bone Staves designed for wielders of magic, by the greats of the art. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]quick steel battleaxe (21.5-32.25 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Master Power 21.5 - 32.3(+11.5 - +20.3) Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 (+2) Crit +5.0% (+3.5%) Atk.spd 111% (+11%) While equipped: Stats +5 Dex dps ---------- Spell.crit +0% (-8%) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-10%) fire +0%(-10%) darkness +0%(-10%) blight Acc +7 (+3 eff.) ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone Massive two-handed battleaxes. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]Spellcrusher (32-48 power, 4 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 20 [Unique] Nature/Disrupt Power 32.0 - 48.0(+22.0 - +36.0) Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 (+4) Crit +4.0% (+2.5%) Atk.spd 100% (-) Melee+ +20 nature On Hit: + 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Spell.crit +0% (-8%) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-10%) darkness +0%(-10%) blight +0%(-10%) fire +25% nature ----- def ----- Spell.save +15 (+5 eff.) ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone This large steel greatmaul has thick vines wrapped around the handle. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]Tirakai's Maul (32-41.6 power, 6 apr) 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6(+22.0 - +29.6) Physical Uses 10% Mag, 120% Str Acc+ +0.1% dam / acc Apr +6 (+6) Crit +8.0% (+6.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-8%) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-10%) fire +0%(-10%) darkness +0%(-10%) blight ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone 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. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]acidic steel greatsword of massacre (30-48 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 30.0 - 48.0(+20.0 - +36.0) Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 (+2) Crit +3.0% (+1.5%) Atk.spd 100% (-) Melee+ +7 acid On Crit: + splashes the target with acid While equipped: dps ---------- Spell.crit +0% (-8%) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-10%) fire +0%(-10%) darkness +0%(-10%) blight ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone Massive two-handed swords. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]steel waraxe (15-21 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 15.0 - 21.0(+5.0 - +9.0) Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 (+3) Crit +4.0% (+2.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-8%) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-10%) fire +0%(-10%) darkness +0%(-10%) blight ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone One-handed war axes. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]horrifying vined mindstar (5-5.5 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.0 - 5.5(-5.0 - -6.5) Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+18) Crit +3.0% (+1.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-8%) Mind.crit +2% Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Mind.pwr +4 (+4 eff.) Dmg.mod +0%(-10%) acid +2%(-8%) darkness +0%(-10%) blight +0%(-10%) fire +2% mind Melee Ret 3 mind 3 darkness ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. Kor's Fall (10-12 power, 0 apr, blight element) (In main hand)]mighty cured leather sling of power 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.1% dam / acc Apr +0 (-) Crit +0.0% (-1.5%) Atk.spd 125% (+25%) Range +7 While equipped: Stats +2 Str dps ---------- Spell.crit +0% (-8%) Phys.pwr +6 (+3 eff.) Spell.pwr +0 (+0 eff.) (-7 (-3 eff.)) Dmg.mod +0%(-10%) acid +11% physical +0%(-10%) darkness +0%(-10%) blight +0%(-10%) fire Res.pen +10% physical ---------- misc See.Invis +0 (-2) Talents +0(+-1) Command Staff Masteries +0.00(-0.10) Corruption/Bone Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots 'Flashrace' (19/19, 21.5-25.8 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Rare] Master Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 19 Ranged+ +4 mind +12 light On Crit.r2 +16 mind On Hit: * 40% chance to blind Shots are used with slings to pummel your foes to death. |
shocking steel shield of cold resistance (+17%) (6 def, 2 armour, 42.5 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 5 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 39 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
[vs. spellwoven linen robe (0 def, 0 armour) (Main armor)]Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con dps ---------- Spell.crit +0% (-2%) Spell.pwr +0 (+0 eff.) (-2 (-1 eff.)) ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+7 eff.) (+2 (+1 eff.)) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
[vs. Beaharakhad (Around waist)]Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +0(-2) Str +3 Wil +0(-5) Con ----- def ----- Defense +0 (+0 eff.) (-3 (-2 eff.)) Rng.Def +0 (+0 eff.) (-3 (-2 eff.)) Resists +20% blight +20% cold +20% nature Max.HP +0.00 (-30.00) HP.reg +0.00 (-0.60) Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)]Ragudumnir the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Wil ----- def ----- Armour +1 (-) Defense +0 (+0 eff.) (-2 (-1 eff.)) Rng.Def +0 (+0 eff.) (-3 (-2 eff.)) Fatigue -14% (-15%) Phys.save +6 (+2 eff.) Silence- +0% (-20%) Confus- +0% (-22%) Stun/Frz- +0% (-20%) ---------- misc Max.enc +24 Light +3 See.Invis +12 A pair of boots made of leather. |
[vs. undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)]insulating pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 (-) Defense +0 (+0 eff.) (-2 (-1 eff.)) Rng.Def +0 (+0 eff.) (-3 (-2 eff.)) Fatigue +1% (-) Resists +6% fire +5% cold Silence- +0% (-20%) Confus- +0% (-22%) Stun/Frz- +0% (-20%) A pair of boots made of leather. |
[vs. undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 (-) Defense +0 (+0 eff.) (-2 (-1 eff.)) Rng.Def +0 (+0 eff.) (-3 (-2 eff.)) Fatigue +1% (-) Silence- +0% (-20%) Confus- +0% (-22%) Stun/Frz- +0% (-20%) A pair of boots made of leather. |
[vs. Torelach the cashmere wizard hat (2 def, 0 armour) (On head)]shielding linen wizard hat of nature (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +0(-4) Con +2(-1) Mag dps ---------- Dmg.mod +0%(-9%) acid +0%(-5%) lightning +0%(-30%) arcane +0%(-5%) fire +11% nature +0%(-5%) cold ----- def ----- Defense +1 (+0 eff.) (-1 (-1 eff.)) Resists +16% nature +0%(-9%) cold Spell.save +5 (+2 eff.) Disease- +0% (-5%) Stun/Frz- +0% (-10%) Teleport- +0% (-10%) ---------- misc Max.mana +0.00 (-42.00) A pointy cloth hat, very wizardly... |
[vs. Torelach the cashmere wizard hat (2 def, 0 armour) (On head)]stabilizing linen wizard hat of corrosion (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +0(-3) Mag +3 Wil +0(-4) Con dps ---------- Dmg.mod +11%(+2%) acid +0%(-5%) lightning +0%(-5%) fire +0%(-30%) arcane +0%(-5%) cold ----- def ----- Defense +1 (+0 eff.) (-1 (-1 eff.)) Resists +16% acid +0%(-9%) cold Phys.save +5 (+2 eff.) Disease- +0% (-5%) Stun/Frz- +0% (-10%) Teleport- +0% (-10%) ---------- misc Max.mana +0.00 (-42.00) A pointy cloth hat, very wizardly... |
[vs. Torelach the cashmere wizard hat (2 def, 0 armour) (On head)]rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Normal] While equipped: Stats +0(-3) Mag +0(-4) Con dps ---------- Dmg.mod +0%(-9%) acid +0%(-5%) lightning +0%(-5%) fire +0%(-30%) arcane +0%(-5%) cold ----- def ----- Armour +1 Defense +0 (+0 eff.) (-2 (-1 eff.)) Fatigue +1% Resists +0%(-9%) cold Disease- +0% (-5%) Stun/Frz- +0% (-10%) Teleport- +0% (-10%) ---------- misc Max.mana +0.00 (-42.00) A cap made of leather. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lmao the Dark Faerie Blood Mage level 7
1st Flare 122nd year of Ascendancy at 07:52 see stats
Level 10
Got a character to level 10.By Lmao the Dark Faerie Blood Mage level 10
8th Dusk 122nd year of Ascendancy at 19:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lmao the Dark Faerie Blood Mage level 14
33rd Dusk 122nd year of Ascendancy at 13:19 see stats
The Arena
Unlocked Arena mode.By Lmao the Dark Faerie Blood Mage level 5
1st Mirth 122nd year of Ascendancy at 11:06 see stats
Log
Resting starts...
Lmao's Clone casts Rune: Shielding.
A shield forms around Lmao's Clone.
Talent Infusion: Regeneration is ready to use.
Your summoned Lmao's Clone disappears.
Rested for 3 turns (stop reason: taken damage).
Something misses Lmao.
Something hits Lmao for 35 physical damage.
Saving game...
Saving done.
Lmao casts Soul Rot.
Bandit misses Lmao.
Bandit hits Lmao for 29 physical damage.
Lmao's Soul Rot hits Bandit for 266 blight damage.
Talent Blood Spray is ready to use.
Bandit misses Lmao.
Bandit performs a melee critical strike against Lmao!
Lmao shrugs off the effect 'Acid Splash'!
Bandit hits Lmao for 25 physical, 5 acid (30 total damage).
Lmao's Clone casts Blood Spray.
Lmao's Clone hits Bandit for 78 blight damage.
Lmao's Clone killed Bandit!
Talent Fey Clone is ready to use.
Lmao deactivates Blood Spear.
Lmao's Clone deactivates Blood Spear.
























































