
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ashes of Urh'Rok 1.6.7Official 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:
Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Embers of Rage 1.6.7Official 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 1.6.0Combines 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: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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: Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.6.6This 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 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Forbidden Cults 1.6.7Official 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 | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 37 / 36% |
Size | big |
Lifes / Deaths | Killed by Bommaond the krog at level 13 on the 46th Haze 122nd year of Ascendancy at 12:10 5 / 2Killed by snow giant boulder thrower at level 21 on the 13rd Regrowth 123rd year of Ascendancy at 11:55 |
Primary Stats
Strength | 72 (base 60) |
Dexterity | 43 (base 30) |
Constitution | 19 (base 13) |
Magic | 92 (base 60) |
Willpower | 27 (base 10) |
Cunning | 35 (base 10) |
Resources
Life | 1120/1120 |
Insanity | 80/100 |
Steam | 100/100 |
Healing Factor | 1.2314285714285 |
Regeneration | 13.976714285714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 202 |
Accuracy | 44 |
Crit Chance | 24% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +91% |
Lightning | +28% |
Light | +55% |
Nature | +37% |
Blight | +43% |
Physical | +62% |
Fire | +28% |
All | +25% |
Offense: Damage Penetration
Darkness | +50% |
Physical | +13% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 49 (87.462686567164%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 26 |
Physical Save | 31 |
Spell Save | 40 |
Mental Save | 31 |
Defense: Resistances
Blight | + 51%( 70%) |
Arcane | + 36%( 70%) |
Mind | + 42%( 70%) |
All | + 32%( 70%) |
Lightning | + 41%( 70%) |
Temporal | + 51%( 70%) |
Darkness | + 52%( 70%) |
Cold | + 49%( 70%) |
Fire | + 36%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Silence Resistance | 40% |
Stun Resistance | 56% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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 396 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | 7 stacks, +21% to all damage dealt. Chaos Orbs |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by carrion worm mass. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. 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 snow giant kidney. * You've found the needed vial of elder vampire blood. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Resists +3% blight +12% temporal Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 81, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 349.61 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +3 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +6% fire +9% darkness Mind.save +6 (+3 eff.) Silence- +40% A cap made of leather. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Cun dps ---------- Mind.crit +1% Crit.mult +15.00% Res.pen +25% darkness Melee Ret 2 mind ----- def ----- Mind.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +30.00 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to reduce fatigue by 37% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% darkness +5% acid Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +24% nature +3% temporal Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +3% mind Crit.dmg- 15.00% ---------- misc Light +2 Infravis +3 Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +9% darkness +31% physical Res.pen +13% physical Apr +1 Melee Ret 4 physical On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Die.at -80.00 life A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 75.0 - 120.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 lightning +14 temporal On Hit.r1 +12 lightning On Hit: * injects a simple virus dealing 50 blight damage on hit and lowering the victims highest stat While equipped: dps ---------- Phys.crit +10.0% Crit.mult +42.00% Dmg.mod +3% lightning +12% darkness Apr +16 ----- def ----- Resists +3% lightning +13% temporal Massive two-handed swords. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Disarm- +80% Knockbk- +50% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 236.79 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() 17.0 T2 massive armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +25.00% Dmg.mod +6% physical Melee Ret 30 physical ----- def ----- Armour +25 Defense +10 (+5 eff.) Fatigue +23% HP.reg +4.10 ---------- misc Stam/turn +0.90 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +5 Cun +3 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +17% blight +15% cold +31% nature Phys.save +12 (+6 eff.) HP.reg +7.00 Heal.mod +16% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +6 Mag +5 Wil +5 Cun ----- def ----- Resists +12% mind +5% arcane ---------- misc See.Invis +6 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 159% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 135% efficiency and cooldown mod of 86%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 97% efficiency and cooldown mod of 82%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Blind- +25% ---------- misc Infravis +3 See.Stealth +15 See.Invis +5 Rings can have magical properties. |
![]() 3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 26.5 - 37.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 84 cold damage (1/turn) While equipped: Stats +5 Str dps ---------- Dmg.mod +8% cold +7% physical Res.pen +7% cold Acc +10 (+3 eff.) Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Nature Power 32.5 - 45.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +6 Wil +5 Cun +7 Con One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 50% Mag, 20% Str Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: dps ---------- Dmg.mod +0% darkness Res.pen +0% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 mind 6 darkness Dmg.mod +4% mind +5% darkness ----- def ----- Max.HP +27.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 50% Mag 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Disrupt/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +14 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 7.0 T3 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +6 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +7% cold HP.reg +2.10 ---------- misc Stam/turn +0.60 Breathe water A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +12% Mind.save +24 (+11 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Melee+ 17 acid 16 fire Dmg.mod +12% nature +6% arcane Melee Ret 12 acid 10 fire On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +16% acid +22% cold +5% arcane +19% fire Max.HP +46.00 A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +6% temporal Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight +15% temporal +11% light +11% darkness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Resists +8% acid +8% blight Phys.save +7 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +26% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +17% darkness Res.pen +9% darkness ----- def ----- Defense +8 (+4 eff.) Resists +15% fire +16% light +12% darkness Stealth +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +2 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 94% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Acc +5 (+2 eff.) ----- def ----- Armour +9 Fatigue +3% Resists +9% lightning Die.at -80.00 life ---------- misc Stam/turn +3.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.18 A pointy cloth hat, very wizardly... |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Armour +0 Defense +11 (+5 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 71.46 fire and 90.44 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +13 Lck +4 Con dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +6 (+1 eff.) Dmg.mod +3% nature +10% blight On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Resists +20% light +18% darkness +6% nature Die.at -40.00 life Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was corrupted by the digestive sack. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
powerful healing salve [power 356] powerful healing salve [power 356]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 184% efficiency and 96% cooldown modifier. Heal 356 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Armour +14 Resists +6% blight Die.at -80.00 life HP.reg +4.00 Heal.mod +20% Poison- +20% Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 15 cooldown 100% to heal for 80. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Zzra Tentacle the Ogre Writhing One level 36
51st Dusk 123rd year of Ascendancy at 12:25 see stats
By Zzra Tentacle the Ogre Writhing One level 36
46th Dusk 123rd year of Ascendancy at 05:44 see stats
By Zzra Tentacle the Ogre Writhing One level 33
35th Dusk 123rd year of Ascendancy at 13:20 see stats
By Zzra Tentacle the Ogre Writhing One level 21
12nd Regrowth 123rd year of Ascendancy at 17:12 see stats
By Zzra Tentacle the Ogre Writhing One level 21
12nd Regrowth 123rd year of Ascendancy at 19:43 see stats
By Zzra Tentacle the Ogre Writhing One level 29
35th Pyre 123rd year of Ascendancy at 08:10 see stats
By Zzra Tentacle the Ogre Writhing One level 29
51st Pyre 123rd year of Ascendancy at 21:17 see stats
By Zzra Tentacle the Ogre Writhing One level 6
67th Dusk 122nd year of Ascendancy at 08:15 see stats
By Zzra Tentacle the Ogre Writhing One level 29
54th Pyre 123rd year of Ascendancy at 04:49 see stats
By Zzra Tentacle the Ogre Writhing One level 17
74th Haze 122nd year of Ascendancy at 23:41 see stats
By Zzra Tentacle the Ogre Writhing One level 30
66th Pyre 123rd year of Ascendancy at 05:02 see stats
By Zzra Tentacle the Ogre Writhing One level 24
56th Regrowth 123rd year of Ascendancy at 01:22 see stats
By Zzra Tentacle the Ogre Writhing One level 20
5th Allure 123rd year of Ascendancy at 05:30 see stats
By Zzra Tentacle the Ogre Writhing One level 30
69th Pyre 123rd year of Ascendancy at 13:29 see stats
By Zzra Tentacle the Ogre Writhing One level 10
8th Haze 122nd year of Ascendancy at 16:25 see stats
By Zzra Tentacle the Ogre Writhing One level 20
5th Allure 123rd year of Ascendancy at 02:59 see stats
By Zzra Tentacle the Ogre Writhing One level 30
64th Pyre 123rd year of Ascendancy at 18:30 see stats
By Zzra Tentacle the Ogre Writhing One level 26
80th Regrowth 123rd year of Ascendancy at 09:21 see stats
By Zzra Tentacle the Ogre Writhing One level 23
39th Regrowth 123rd year of Ascendancy at 22:40 see stats
By Zzra Tentacle the Ogre Writhing One level 15
67th Haze 122nd year of Ascendancy at 03:01 see stats
By Zzra Tentacle the Ogre Writhing One level 26
59th Regrowth 123rd year of Ascendancy at 16:35 see stats
By Zzra Tentacle the Ogre Writhing One level 22
14th Regrowth 123rd year of Ascendancy at 02:02 see stats
By Zzra Tentacle the Ogre Writhing One level 13
27th Haze 122nd year of Ascendancy at 15:41 see stats
By Zzra Tentacle the Ogre Writhing One level 5
77th Pyre 122nd year of Ascendancy at 05:12 see stats
By Zzra Tentacle the Ogre Writhing One level 33
34th Dusk 123rd year of Ascendancy at 20:13 see stats
By Zzra Tentacle the Ogre Writhing One level 31
10th Dusk 123rd year of Ascendancy at 23:09 see stats
By Zzra Tentacle the Ogre Writhing One level 33
39th Dusk 123rd year of Ascendancy at 20:29 see stats
By Zzra Tentacle the Ogre Writhing One level 12
17th Haze 122nd year of Ascendancy at 08:10 see stats
By Zzra Tentacle the Ogre Writhing One level 32
26th Dusk 123rd year of Ascendancy at 10:00 see stats
By Zzra Tentacle the Ogre Writhing One level 30
69th Pyre 123rd year of Ascendancy at 13:29 see stats
By Zzra Tentacle the Ogre Writhing One level 18
10th Decay 122nd year of Ascendancy at 01:29 see stats
By Zzra Tentacle the Ogre Writhing One level 35
45th Dusk 123rd year of Ascendancy at 00:12 see stats
Log
Weakness Disease from Worm that walks (servant of Zzra Tentacle) hits Slimy ooze for 18 blight damage.
Patchwork troll uses Blinding Speed.
Patchwork troll speeds up.
Zzra Tentacle speeds up.
--------------------------------
Xorn is injected with a pathogen!
Zzra Tentacle performs a melee critical strike against Xorn!
You collect a new ingredient: xorn fragment (1).
Zzra Tentacle hits Xorn for 399 physical, 12 lightning, 9 temporal, 9 lightning, 6 blight, 926 darkness (1361 total damage).
Patchwork troll uses Juggernaut.
Patchwork troll hardens its skin.
Zzra Tentacle killed Xorn!
Worm that walks (servant of Zzra Tentacle) casts Epidemic.
Slimy ooze is afflicted by an epidemic!
Slimy ooze is injected with a pathogen!
Worm that walks (servant of Zzra Tentacle) receives 2 healing from Ruin.
Worm that walks (servant of Zzra Tentacle) hits Slimy ooze for 27 blight, 0 arcane, 8 blight, 4 blight (39 total damage).
Worm that walks (servant of Zzra Tentacle) speeds up.
Epidemic from Worm that walks (servant of Zzra Tentacle) hits Slimy ooze for 14 blight damage.
Weakness Disease from Worm that walks (servant of Zzra Tentacle) hits Slimy ooze for 18 blight damage.
Viral Injection from Worm that walks (servant of Zzra Tentacle) hits Slimy ooze for 4 blight damage.
Slimy ooze misses Worm that walks (servant of Zzra Tentacle).
Talent Constrict is ready to use.
--------------------------------
Worm that walks (servant of Zzra Tentacle) deactivates Ruin.
Worm that walks (servant of Zzra Tentacle) deactivates Infestation.
Worm that walks (servant of Zzra Tentacle) deactivates Worm that Walks Link.
Zzra Tentacle deactivates Chaos Orbs.