Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.5.10Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.10 Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. 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:
Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Harbinger 1.5.6 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Lich Race 1.5.10 Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Sher'Tul |
Class | Harbinger |
Level / Exp | 50 / 649% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 153 (base 66) |
Dexterity | 92 (base 60) |
Constitution | 109 (base 64) |
Magic | 111 (base 60) |
Willpower | 98 (base 61) |
Cunning | 102 (base 62) |
Resources
Life | 2509/2509 |
Mana | 794/794 |
Stamina | 467/467 |
Vim | 68/181 |
Healing Factor | 2.5 |
Regeneration | 116.22020484922 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52.169074178124% |
Spell | 0% |
Global | +127.12307323196% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 10 |
See Stealth | 121.17338166959 |
See Invisible | 176.5697174596 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 475 |
Accuracy | 86 |
Crit Chance | 90% |
APR | 93 |
Speed | 1.00 |
Offense: Offhand
Damage | 253 |
Accuracy | 86 |
Crit Chance | 95% |
APR | 93 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 73% |
Speed | 1 |
Offense: Mind
Mindpower | 103 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +35% |
Cold | +43% |
All | 0% |
Physical | +21% |
Lightning | +42% |
Light | +29% |
Temporal | +15% |
Sound | +11% |
Darkness | +12% |
Fire | +83% |
Nature | +16% |
Offense: Damage Penetration
Acid | +25% |
Light | +20% |
Temporal | +10% |
Nature | +5% |
Physical | +29% |
Fire | +32% |
All | 0% |
Defense: Base
Armour (hardiness) | 107.17495321754 (100%) |
Defense | 57 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 86 |
Mental Save | 90 |
Defense: Resistances
Acid | + 70%( 70%) |
Physical | + 44%( 81%) |
Blight | + 70%( 70%) |
Arcane | + 28%( 70%) |
Mind | + 24%( 70%) |
All | + 15%( 70%) |
Cold | + 81%( 81%) |
Lightning | + 81%( 81%) |
Light | + 46%( 70%) |
Temporal | + 55%( 70%) |
Sound | + 63%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 81%( 81%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 39% |
Confusion Resistance | 39% |
Poison Resistance | 85% |
Blind Resistance | 82% |
Disarm Resistance | 41% |
Bleed Resistance | 70% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 685 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 655 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Tremor | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Thunder | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Supercell | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Blizzard | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Blaze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cyclone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Rain | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Endurance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Sher'tul | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Solar Superiority |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Elemental Discord |
talent | Abyssal Shield |
talent | Flame of Urh'Rok |
talent | Horrifying Blows |
talent | Premonition |
talent | Share the Pain |
talent | Eternal Suffering |
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 |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Lavos. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Mayudheba the giant black ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 3 of Dreadfell. Escort: wandering musician (level 3 of Dreadfell)As a reward you gained talent category Performer / Instrumentation (at mastery 0.80). | 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 |
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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Scorchnight the pair of drakeskin leather boots (0 def, 5 armour) Scorchnight the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Changes resistances: +20% lightning / +22% temporal / +6% fire Changes resistances penetration: +9% physical Changes damage: +12% arcane Maximum mana: +80.00 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Chaludoyon the Squalorbringer Chaludoyon the SqualorbringerPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 8 temporal Damage when hit (Melee): 26 fire / 8 temporal Changes stats: +8 Mag Changes resistances: +15% blight / +8% fire / +21% darkness / +9% temporal Changes resistances penetration: +5% nature / +10% temporal Changes damage: +6% darkness / +3% temporal Mental save: +15 (+3 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +6 See stealth: +15 See invisible: +40 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 41 blight damage or heals 62 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Polelaith the Dazzlewilter (3 def, 0 armour) Polelaith the Dazzlewilter (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage (Melee): 12 nature Changes resistances: +14% lightning / +13% temporal / +15% light / +39% fire / +14% nature / +13% acid / +12% blight / +11% cold / +14% darkness Changes resistances penetration: +20% light Changes damage: +6% nature / +18% fire Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 A pointy cloth hat, very wizardly... |
On hands | Xerawe (0 def, 3 armour) Xerawe (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 29 sound Changes stats: +4 Cun / +14 Mag Changes resistances: +16% sound / +8% light / +9% darkness / +3% fire / +9% arcane / +10% lightning Changes damage: +11% arcane / +11% sound Physical save: +3 (+1 eff.) Blindness immunity: +15% Disarm immunity: +10% Spell crit. chance: +9% Infravision radius: +2 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Power Chord (10% chance level 5). When this weapon hits: Abrupt Intro (10% chance level 5). Damage (Melee): +17 arcane Burst (radius 2) on crit: +15 sound / +49 darkness / +29 lightning / +12 arcane / +49 light It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 97.70 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Gorakath the Gloomlace (dig speed 6 turns) Gorakath the Gloomlace (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+1 eff.) Fatigue: -10% Changes stats: +8 Str / +4 Dex Changes resistances: +14% nature / +6% darkness Changes resistances penetration: +20% physical Changes damage: +10% nature / +6% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +19.00% See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Layara' voratun ring 'Layara'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 8 temporal Changes resistances: +3% temporal / +34% cold Changes damage: +17% cold / +6% arcane / +12% temporal Disarm immunity: +31% Pinning immunity: +30% Knockback immunity: +44% Life regen: +1.50 Maximum life: +113.00 Healing mod.: +20% Rings can have magical properties. |
On fingers | Belumitha BelumithaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +15 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Damage (Melee): 4 physical Changes stats: +10 Dex / +7 Wil / +18 Cun Changes resistances: +6% blight Life regen: +1.80 Maximum life: +100.00 Spellpower: +15 (+3 eff.) Mindpower: +30 (+5 eff.) Healing mod.: +48% Rings can have magical properties. |
Around neck | Flashwreath the steel amulet Flashwreath the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 12 acid / 16 fire Damage when hit (Melee): 12 fire Changes resistances: +24% acid / +13% light / +15% darkness Changes resistances penetration: +25% acid / +15% fire Blindness immunity: +28% Amulets can have magical properties. |
In main hand | voratun greatsword 'Splendourwoe' (64-102.4 power, 4 apr) voratun greatsword 'Splendourwoe' (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +26 fire When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +13 Physical crit. chance: +17.0% Effects on melee hit: * 15% chance to blind Changes stats: +9 Str / +2 Dex Changes resistances: +3% nature / +3% lightning Changes resistances penetration: +17% fire Changes damage: +21% physical Critical mult.: +28.00% Poison immunity: +15% Stamina when hit: +4.00 Global speed: +8% Massive two-handed swords. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Molten Hammer (75-112.5 power, 4 apr) Molten Hammer (75-112.5 power, 4 apr)Requires: - Strength 50 Powered by arcane forces Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 75.0 - 112.5 Uses stats: 40% Wil, 100% Str, 50% Mag, 30% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Raise Volcano (10% chance level 4). On weapon hit: * splashes up to 5 nearby enemies with lava Damage (Melee): +30 fire When wielded/worn: Changes damage: +10% fire Talent mastery: +0.20 Celestial / Kolal The end of the hammer is still glowing. It's said the volcanoes of the Daikara first erupted when this hammer was thrown down into the mountain from the heavens. It doesn't fit right in your hands. You suspect it wouldn't fit right in anyone's hands. |
Cloak | Norolar the elven-silk cloak (3 def, 0 armour) Norolar the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +7 Mag / +4 Wil Changes resistances: +40% sound / +9% lightning / +10% darkness / +10% mind Changes damage: +6% arcane Physical save: +10 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +29 (+5 eff.) Maximum mana: +40.00 Maximum vim: +20.00 Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Baregund' (9 def, 25 armour) voratun plate armour 'Baregund' (9 def, 25 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +2 Wil / +1 Con Changes resistances: +34% acid / +11% physical / +13% lightning / +13% fire / +6% arcane / +10% cold Talent mastery: +0.20 Corruption / Hexes Life regen: +5.00 Stamina each turn: +2.30 A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Salubrebeth SalubrebethInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% temporal / +3% mind / +20% darkness Changes damage: +9% mind Mental save: +8 (+1 eff.) Confusion immunity: +38% Rings can have magical properties. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
amethyst 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1299 alchemist agate 1299 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 108 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Lavos the Sher'Tul Harbinger level 43
69th Dusk 122nd year of Ascendancy at 06:14 see stats
By Lavos the Sher'Tul Harbinger level 42
64th Dusk 122nd year of Ascendancy at 01:15 see stats
By Lavos the Sher'Tul Harbinger level 50
10th Haze 122nd year of Ascendancy at 19:48 see stats
By Lavos the Sher'Tul Harbinger level 50
54th Haze 122nd year of Ascendancy at 14:20 see stats
By Lavos the Sher'Tul Harbinger level 49
7th Haze 122nd year of Ascendancy at 03:22 see stats
By Lavos the Sher'Tul Harbinger level 45
77th Dusk 122nd year of Ascendancy at 22:59 see stats
By Lavos the Sher'Tul Harbinger level 18
16th Dusk 122nd year of Ascendancy at 20:18 see stats
By Lavos the Sher'Tul Harbinger level 48
1st Time of Equilibrium 122nd year of Ascendancy at 01:27 see stats
By Lavos the Sher'Tul Harbinger level 30
40th Dusk 122nd year of Ascendancy at 12:33 see stats
By Lavos the Sher'Tul Harbinger level 25
33rd Dusk 122nd year of Ascendancy at 19:24 see stats
By Lavos the Sher'Tul Harbinger level 50
39th Haze 122nd year of Ascendancy at 00:31 see stats
By Lavos the Sher'Tul Harbinger level 50
10th Haze 122nd year of Ascendancy at 21:02 see stats
By Lavos the Sher'Tul Harbinger level 10
3rd Mirth 122nd year of Ascendancy at 06:00 see stats
By Lavos the Sher'Tul Harbinger level 20
29th Dusk 122nd year of Ascendancy at 11:13 see stats
By Lavos the Sher'Tul Harbinger level 30
39th Dusk 122nd year of Ascendancy at 19:13 see stats
By Lavos the Sher'Tul Harbinger level 40
61st Dusk 122nd year of Ascendancy at 14:11 see stats
By Lavos the Sher'Tul Harbinger level 50
10th Haze 122nd year of Ascendancy at 09:21 see stats
By Lavos the Sher'Tul Harbinger level 19
24th Dusk 122nd year of Ascendancy at 15:51 see stats
By Lavos the Sher'Tul Harbinger level 33
45th Dusk 122nd year of Ascendancy at 11:31 see stats
By Lavos the Sher'Tul Harbinger level 43
75th Dusk 122nd year of Ascendancy at 17:00 see stats
By Lavos the Sher'Tul Harbinger level 28
38th Dusk 122nd year of Ascendancy at 22:19 see stats
By Lavos the Sher'Tul Harbinger level 48
1st Time of Equilibrium 122nd year of Ascendancy at 02:26 see stats
By Lavos the Sher'Tul Harbinger level 8
78th Pyre 122nd year of Ascendancy at 01:14 see stats
By Lavos the Sher'Tul Harbinger level 50
38th Haze 122nd year of Ascendancy at 23:33 see stats
By Lavos the Sher'Tul Harbinger level 50
31st Haze 122nd year of Ascendancy at 16:52 see stats
By Lavos the Sher'Tul Harbinger level 21
30th Dusk 122nd year of Ascendancy at 15:48 see stats
By Lavos the Sher'Tul Harbinger level 15
4th Flare 122nd year of Ascendancy at 00:38 see stats
By Lavos the Sher'Tul Harbinger level 41
63rd Dusk 122nd year of Ascendancy at 17:05 see stats
Log
You gain 9.90 gold from the transmogrification of shimmering dragonbone magestaff of invocation (30-36 power, 6 apr, cold element).
You gain 5.12 gold from the transmogrification of cruel elven-wood magestaff of might (25-30 power, 5 apr, fire element).
You gain 3.44 gold from the transmogrification of cruel ash vilestaff (15-18 power, 3 apr, acid element).
You gain 12.53 gold from the transmogrification of Flowermonster (15-18 power, 3 apr, darkness element).
You gain 19.48 gold from the transmogrification of voratun ring 'Scorchspawn'.
You gain 0.75 gold from the transmogrification of voratun ring.
You gain 22.17 gold from the transmogrification of Porina the voratun ring.
You gain 0.75 gold from the transmogrification of voratun amulet.
You gain 0.75 gold from the transmogrification of voratun amulet.
You gain 2.75 gold from the transmogrification of invisibility rune (power 11 for 4 turns).
You gain 1.04 gold from the transmogrification of teleportation rune of the warrior (range 181).
You gain 1.08 gold from the transmogrification of teleportation rune of the psychic (range 155).
You gain 2.10 gold from the transmogrification of shielding rune of the titan (absorb 527 for 3 turns).
You gain 1.57 gold from the transmogrification of shielding rune (absorb 192 for 5 turns).
You gain 1.15 gold from the transmogrification of sun infusion of the sneak (rad 7; power 66; turns 4; dispels darkness).
You gain 1.30 gold from the transmogrification of regeneration infusion of the sneak (heal 449 over 5 turns).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Lavos deactivates Premonition.
Lavos deactivates Chant of Fortitude.
Lavos deactivates Elemental Discord.
Lavos deactivates Share the Pain.
Lavos deactivates Eternal Suffering.
Lavos deactivates Keen Senses.
Lavos deactivates Abyssal Shield.
Lavos deactivates Flame of Urh'Rok.
Lavos deactivates Horrifying Blows.
Lavos deactivates Solar Superiority.