










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: 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:
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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 30 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 13 on the 18th Dusk 122nd year of Ascendancy at 15:34 4 / 3Killed by Salagavea the skeleton warrior at level 25 on the 64th Haze 122nd year of Ascendancy at 22:56 Killed by war hound at level 30 on the 6th Regrowth 123rd year of Ascendancy at 14:35 |
Primary Stats
| Strength | 31 (base 12) |
| Dexterity | 70 (base 39) |
| Constitution | 21 (base 12) |
| Magic | 54 (base 41) |
| Willpower | 18 (base 12) |
| Cunning | 77 (base 49) |
Resources
| Mana | 314/314 |
| Psi | 138/138 |
| Life | 730/730 |
| Stamina | 207/207 |
| Paradox | 300 |
| Healing Factor | 1.086387434555 |
| Regeneration | 0.27159685863874 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +125% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 63 |
| Crit Chance | 41% |
| APR | 23 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 23% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +8% |
| Acid | +7% |
| Light | +14% |
| Temporal | +14% |
| Cold | +7% |
| Physical | +6% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 35 (44.670658682635%) |
| Defense | 48 |
| Ranged Defense | 63 |
| Fatigue | 15.851063829787 |
| Physical Save | 49 |
| Spell Save | 38 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 13%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 19%( 70%) |
| Mind | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Pinning Resistance | 15% |
| Poison Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 359 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 335 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 48 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Agility | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Shield defense | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Marksmanship | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Destined to Repeat. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Destined to Repeat. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Destined to Repeat. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: 254. | 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. | 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 has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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
| Psionic focus | ranger's hardened leather sling of fireRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +6 fire When wielded/worn: Changes stats: +3 Dex Changes damage: +12% fire Slings are used to hurl stones or metal shots at your foes. |
| Quiver | Chadegrim (34/42, 25-30 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.5% Capacity: 42 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +12 blight / +12 physical Burst (radius 2) on crit: +12 blight Shots are used with slings to pummel your foes to death. |
| On hands | Glowidol (0 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Damage (Melee): 8 temporal Damage (Ranged): 10 temporal Damage when hit (Melee): 4 temporal Changes resistances: +7% temporal Changes damage: +14% temporal Physical save: +6 (+2 eff.) Mental save: +14 (+5 eff.) Disarm immunity: +22% Maximum life: +44.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| On feet | Hathuromidin (8 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +3% Changes stats: +2 Mag Changes resistances: +9% blight / +3% lightning Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +10% Lowers spell cool-downs by: 10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Barohek the voratun pickaxe (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +7 Str / +4 Mag / +4 Con Changes resistances penetration: +20% physical Grants telepathy: Dragon See invisible: +18 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +9 (+3 eff.) Changes stats: +6 Str / +6 Dex / +4 Wil / +5 Cun / +5 Con Changes damage: +3% mind Mental save: +17 (+5 eff.) Maximum hate: +8.00 Maximum psi: +30.00 Light radius: +1 Heals friendly targets nearby when you use a nature summon: +20 Can be unequipped or rerolled. It can be used to 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, costing 1 power out of 1/1. "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? |
| On fingers | GovenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Wil Changes resistances: +28% light / +4% physical Changes damage: +14% light Physical save: +30 (+10 eff.) Mental save: +30 (+9 eff.) Hate when firing a critical mind attack: +2.00 Rings can have magical properties. |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | hardened leather sling 'Kindlemoon'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +8.0% Changes resistances: +12% light / +3% fire Changes resistances penetration: +15% fire Light radius: +2 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
| Cloak | Zubutta (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: -4% Changes stats: +3 Dex / +3 Mag / +1 Wil / +3 Cun Changes resistances: +3% temporal Silence immunity: +10% Pinning immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +12% physical / +14% darkness / +14% fire / +14% mind / +11% cold Changes damage: +7% acid / +6% physical / +5% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
acid wave rune of the wizard (112 acid damage; disarm 5 turns with power 48)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 112.14 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 48 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (301 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 100.20 to 300.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 13; power 42; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 13% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
This item will automatically be transmogrified when you leave the level.Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +4 Str / +3 Cun / +5 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
gold ring 'Getyntir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +5 Cun Changes resistances: +9% acid / +12% fire / +20% darkness Mental save: +20 (+6 eff.) Cut immunity: +10% Disarm immunity: +10% Confusion immunity: +15% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
marksman's gold ring of the mind (+12%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +4 (+1 eff.) Changes stats: +2 Cun Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
steel ring 'Adinne'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str / +2 Mag / +2 Cun Spell save: +6 (+2 eff.) Mana each turn: +0.16 Maximum mana: +100.00 Spellpower: +6 (+3 eff.) Mindpower: +7 (+4 eff.) See invisible: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite ring 'Shineshine' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Changes resistances: +9% light / +36% fire Changes damage: +15% light / +18% fire Light radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatmaul (70-105 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +14 (+4 eff.) Disarm immunity: +53% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.insidious voratun greatsword (65.5-104.8 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +62 insidious poison Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.surging dragonbone starstaff of warding (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Maximum wards: +2 darkness Changes damage: +30% darkness Talents granted: +3 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.fungal voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 194 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.mighty voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str Changes resistances penetration: +15% physical Changes damage: +15% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Deloneg the GlarevalorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +4 Dex Changes resistances: +12% light Changes resistances penetration: +15% light Mental crit. chance: +8% Light radius: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 'Barkblow' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Damage when hit (Melee): 20 nature Changes resistances: +9% nature / +15% fire Changes resistances penetration: +15% arcane / +15% fire Changes damage: +9% fire It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.regal elven-silk cloak of Eldoral (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +3 Wil / +3 Cun Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Spell save: +17 (+6 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Flowerwrack' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Dex / +1 Wil / +7 Cun / +6 Lck Changes resistances penetration: +10% nature / +10% mind Stealth bonus: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather cap of constitution (+6) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Changes resistances: +6% fire / +11% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Rhysta (14 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +3 Con Changes resistances: +2% physical Physical save: +20 (+7 eff.) Life regen: +0.40 Stamina each turn: +0.40 Maximum life: +56.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable iron mail armour of cold resistance (2 def, 11 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +17% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Tarrufang' (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 11 light Changes stats: +6 Str / +5 Wil / +7 Con Changes resistances: +22% blight / +32% fire / +20% darkness Disarm immunity: +10% Confusion immunity: +10% Mana each turn: +0.04 Maximum life: +99.00 Spellpower: +6 (+3 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour 'Galebliss' (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +5 Cun Changes resistances: +26% acid Changes resistances penetration: +25% lightning / +25% mind Changes damage: +6% lightning Mental save: +9 (+3 eff.) Mindpower: +6 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Bethylaith the Dourpunish (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +18% light / +35% darkness Changes resistances penetration: +20% darkness Changes damage: +6% nature A suit of armour made of metal plates. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
338 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Dagavor' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -4% Changes stats: +1 Str / +4 Cun Physical save: +30 (+10 eff.) Infravision radius: +1 Healing mod.: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Jetclamor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight / +9% darkness Changes resistances penetration: +20% darkness Changes damage: +12% light / +12% darkness Life regen: +1.10 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lelodan (42/42, 18.5-22.2 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 42 Damage (Ranged): +32 mind Burst (radius 2) on crit: +20 mind When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Voidkill' (43/43, 29.5-35.4 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 43 On weapon hit: * 20% chance to inflict 15% damage reduction * Random elemental explosion * 10% chance to knock the target back Damage (Ranged): +15 physical Burst (radius 2) on crit: +8 mind When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of voratun shots (1/20, 54-64.8 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +33 physical Shots are used with slings to pummel your foes to death. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Destined to Repeat the Skeleton Adventurer level 23
57th Dusk 122nd year of Ascendancy at 15:37 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Destined to Repeat the Skeleton Adventurer level 27
78th Haze 122nd year of Ascendancy at 16:56 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Destined to Repeat the Skeleton Adventurer level 28
9th Decay 122nd year of Ascendancy at 19:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Destined to Repeat the Skeleton Adventurer level 19
38th Dusk 122nd year of Ascendancy at 02:11 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Destined to Repeat the Skeleton Adventurer level 27
9th Decay 122nd year of Ascendancy at 16:04 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Destined to Repeat the Skeleton Adventurer level 23
46th Dusk 122nd year of Ascendancy at 06:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Destined to Repeat the Skeleton Adventurer level 10
4th Dusk 122nd year of Ascendancy at 23:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Destined to Repeat the Skeleton Adventurer level 20
39th Dusk 122nd year of Ascendancy at 08:34 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Destined to Repeat the Skeleton Adventurer level 30
5th Regrowth 123rd year of Ascendancy at 14:25 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Destined to Repeat the Skeleton Adventurer level 29
5th Allure 123rd year of Ascendancy at 15:06 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Destined to Repeat the Skeleton Adventurer level 23
7th Haze 122nd year of Ascendancy at 09:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Destined to Repeat the Skeleton Adventurer level 6
9th Mirth 122nd year of Ascendancy at 16:32 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Destined to Repeat the Skeleton Adventurer level 27
78th Haze 122nd year of Ascendancy at 17:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Destined to Repeat the Skeleton Adventurer level 5
7th Mirth 122nd year of Ascendancy at 23:58 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Destined to Repeat the Skeleton Adventurer level 27
78th Haze 122nd year of Ascendancy at 08:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Destined to Repeat the Skeleton Adventurer level 19
38th Dusk 122nd year of Ascendancy at 08:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Destined to Repeat the Skeleton Adventurer level 14
24th Dusk 122nd year of Ascendancy at 18:28 see stats
Log
Destined to Repeat's Shoot performs a ranged critical strike against War hound!
War hound shrugs off the critical damage!
War hound moves reluctantly!
Destined to Repeat's Shoot hits War hound for 42 physical, 3 physical, 1 blight, 2 temporal, 1 light, 1 blight (51 total damage).
Destined to Repeat casts Rune: Shielding.
A shield forms around Destined to Repeat.
Destined to Repeat uses Re-assemble.
Destined to Repeat receives 623 healing from Re-assemble.
Talent Shielding is ready to use.
Your shield crumbles under the damage!
The shield around Destined to Repeat crumbles.
Destined to Repeat hits War hound for 2 darkness, 1 temporal (2 total damage).
War hound hits Destined to Repeat for (359 absorbed), 398 physical (398 total damage).
Destined to Repeat activates Shielding.
Destined to Repeat hits War hound for 2 darkness, 1 temporal (2 total damage).
War hound hits Destined to Repeat for 748 physical damage.
Destined to Repeat the level 30 skeleton adventurer was minced to death by a war hound on level 1 of The Godfeaster.
You have 4 life(s) left.
Destined to Repeat deactivates Shielding.
Destined to Repeat deactivates Shield Wall.
Destined to Repeat is less vulnerable to physical.
Destined to Repeat deactivates Rapid Shot.
Destined to Repeat deactivates Apply Poison.
Destined to Repeat deactivates Numbing Poison.
Destined to Repeat deactivates Insidious Poison.
The illusion covering Destined to Repeat disappears.
Destined to Repeat deactivates Beyond the Flesh.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.











































































































