











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Shadowblade |
Level / Exp | 22 / 17% |
Size | medium |
Lifes / Deaths | Killed by Xeriabeth the Guardian at level 22 on the 16th Wealth 122nd year of Ascendancy at 12:21 2 / 4Killed by Xeriabeth the Guardian at level 22 on the 16th Wealth 122nd year of Ascendancy at 16:53 Killed by Zubawe the giant yellow ant at level 22 on the 28th Wealth 122nd year of Ascendancy at 03:34 Killed by sb at level 22 on the 28th Wealth 122nd year of Ascendancy at 03:39 |
Primary Stats
Strength | 17 (base 11) |
Dexterity | 52 (base 31) |
Constitution | 24 (base 12) |
Magic | 43 (base 41) |
Willpower | 16 (base 10) |
Cunning | 50 (base 30) |
Resources
Life | 636/636 |
Mana | 256/256 |
Stamina | 178/178 |
Healing Factor | 1.3772674059366 |
Regeneration | 13.290630467288 |
Speed
Mental | +3.530509218308E-12% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | +3.5083047578155E-12% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.595095619122 |
See Invisible | 39.595095619122 |
Offense: Mainhand
Damage | 66 |
Accuracy | 49 |
Crit Chance | 36% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 49 |
Crit Chance | 36% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 13% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +9% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (44.574340358689%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 26 |
Mental Save | 34 |
Defense: Resistances
Cold | + 22%( 70%) |
Lightning | + 9%( 70%) |
Light | + 23%( 70%) |
Darkness | + 9%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 8%( 70%) |
Fire | + 9%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 65% |
Knockback Resistance | 30% |
Stun Resistance | 80% |
Poison Resistance | 40% |
Blind Resistance | 13% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Res.pen +25% fire ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Spell.save +3 (+1 eff.) Max.HP +20.00 Heal.mod +10% Poison- +20% Stun/Frz- +10% Disengage: Puts all charms on 13 cooldown Level 1.3 Pwr.cost 13 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 116% 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. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% fire Spell.save +9 (+4 eff.) Max.HP +42.00 HP.reg +4.00 Poison- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Die.at -60.00 life ---------- misc Mana/turn +0.04 A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% light ----- def ----- Resists +9% blight Die.at -40.00 life Heal.mod +5% Confus- +20% Stun/Frz- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 13 cooldown 100% to reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% light +9% temporal Acc +8 (+3 eff.) ----- def ----- Resists +20% light +6% lightning Mind.save +7 (+3 eff.) Confus- +25% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 Blind- +13% ---------- misc Stam/turn +0.40 Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 137% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +7 Wil +2 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 144% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +6.0% Atk.spd 100% Phasing +30% On Hit.r1 +12 mind While equipped: ---------- misc Hate/m.crit +4.00 Max.psi +20.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +30 (+10 eff.) Apr +2 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +19% cold ---------- 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. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Phys.crit +4.0% Melee Ret 4 physical ----- def ----- Armour +8 Defense +13 (+4 eff.) Fatigue +7% Mind.save +10 (+5 eff.) Max.HP +65.00 HP.reg +3.40 Heal.mod +11% ---------- misc Stam/turn +2.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Res.pen +25% light Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +8 (+3 eff.) Resists +6% nature Disarm- +29% One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 132% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 mind +6 fire On Crit.r2 +8 mind While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Resists +6% mind Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +5% lightning ----- def ----- Resists +18% lightning +6% light +18% cold +5% arcane +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +19% cold A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Mag +6 Con ----- def ----- Defense +1 (+0 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con ----- def ----- Defense +26 (+9 eff.) Resists +9% cold +6% fire Die.at -20.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +5% fire Unarmed combat: Power 128% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature Res.pen +10% acid +5% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +12% cold Mind.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str ----- def ----- Fatigue -4% Resists +9% light Phys.save +7 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) Die.at -40.00 life Max.HP +84.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 172 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 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Res.pen +25% acid ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +4.00 Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +9% blight Phys.save +3 (+3 eff.) Die.at -80.00 life Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By sb the Drem Shadowblade level 10
23rd Voratun 122nd year of Ascendancy at 18:10 see stats
By sb the Drem Shadowblade level 20
41st Profit 122nd year of Ascendancy at 23:40 see stats
By sb the Drem Shadowblade level 21
5th Wealth 122nd year of Ascendancy at 13:18 see stats
By sb the Drem Shadowblade level 18
37th Profit 122nd year of Ascendancy at 15:59 see stats
By sb the Drem Shadowblade level 8
21st Voratun 122nd year of Ascendancy at 02:04 see stats
By sb the Drem Shadowblade level 11
27th Voratun 122nd year of Ascendancy at 02:41 see stats
By sb the Drem Shadowblade level 21
5th Wealth 122nd year of Ascendancy at 13:18 see stats
By sb the Drem Shadowblade level 15
10th Profit 122nd year of Ascendancy at 10:24 see stats
By sb the Drem Shadowblade level 22
28th Wealth 122nd year of Ascendancy at 03:39 see stats
Log
Blade Flurry performs a melee critical strike against Zubawe the giant yellow ant!
Zubawe the giant yellow ant is weakened by the darkness!
sb performs a melee critical strike against Treant!
sb hits Treant for 73 physical, 33 darkness, 6 fire, 98 physical (210 total damage).
Blade Flurry hits Zubawe the giant yellow ant for 47 physical, 33 darkness, 6 mind (86 total damage).
sb killed Treant!
Black Blood Bleeding from Sb hits Zubawe the giant yellow ant for 19 darkness damage.
Talent Dual Strike is ready to use.
Talent Shadowstep is ready to use.
Bleeding from Zubawe the giant yellow ant hits sb for 12 physical damage.
sb performs a melee critical strike against Zubawe the giant yellow ant!
sb misses Zubawe the giant yellow ant.
sb hits Zubawe the giant yellow ant for 81 physical, 33 darkness, 5 fire (119 total damage).
Zubawe the giant yellow ant uses Continuous Butchery.
Zubawe the giant yellow ant uses Flurry.
Zubawe the giant yellow ant performs a melee critical strike against sb!
Sb is poisoned!
Melee retaliation hits Zubawe the giant yellow ant for 3 physical, 3 physical, 3 physical, 3 physical, 3 physical, 3 physical (17 total damage).
Zubawe the giant yellow ant hits sb for 89 physical, 5 fire, 63 physical, 5 fire, 107 physical (270 total damage).
sb the level 22 drem shadowblade was bludgeoned to death by Zubawe the giant yellow ant on level 1 of Old Forest.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Zubawe the giant yellow ant killed sb!
Saving game...
Talent Stealth is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!