















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.2This 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 1.7.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 12 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 12 on the 7th Dusk 122nd year of Ascendancy at 22:55 / 1 |
Primary Stats
| Strength | 23 (base 18) |
| Dexterity | 16 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 22 (base 22) |
| Willpower | 32 (base 28) |
| Cunning | 23 (base 16) |
Resources
| Insanity | 0/100 |
| Equilibrium | 51 |
| Vim | 110/144 |
| Life | -322/235 |
| Steam | 82/100 |
| Stamina | 150/188 |
| Psi | 110/222 |
| Healing Factor | 1.1683363011315 |
| Regeneration | 10.807110785466 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 31 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 31 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Temporal | +12% |
| Nature | +5% |
| Lightning | +3% |
| Cold | +14% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 17 |
| Physical Save | 22.2 |
| Spell Save | 18.2 |
| Mental Save | 19 |
Defense: Resistances
| Fire | + 30%( 70%) |
| Lightning | + 17%( 70%) |
| Nature | + 23%( 70%) |
| Temporal | + 20%( 70%) |
| Cold | + 47%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 23%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 20% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
| 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 182 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by cutpurse. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed bear paw. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within | active |
Equipment
| Psionic focus | plaguebringer's iron battleaxe of crippling (108% power, 1 apr)3.0 T1 battleaxe 1H weapon [Ego++] Arcane/Master Power 108% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Disease- +15% Massive two-handed battleaxes. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Light source | Velumissra the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+8 eff.) Mind.pwr +10 (+5 eff.) Melee Ret 11 fire ----- def ----- Resists +6% lightning +6% fire ---------- misc Equi/ret +0.04 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 | Strikecast (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% lightning Res.pen +5% physical ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Phys.save +3 (+2 eff.) Die.at -80.00 life ---------- misc Stam/ret +0.90 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of iron boots 'Lisivena' (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +5.00% Spell.pwr +3 (+2 eff.) ----- def ----- Armour +11 Fatigue +2% Phys.save +12 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Manodan [power 386] (11/15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% temporal ----- def ----- Resists +6% temporal Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
| On fingers | copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
| Around neck | restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | iron steamsaw of daylight (100% power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 100% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Melee+ +5 light Against +6% Undead Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +2 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | rough leather belt 'Bilepain'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +3% temporal +14% fire +3% nature +6% cold A belt that goes around your waist. |
| In off hand | Turedrahad the Shiverspawn (102% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 102% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +6% acid +3% cold Acc +6 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 23% * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +12% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Ivenn (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +11 (+6 eff.) Resists +12% cold Die.at -40.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +33.00 HP.reg +5.00 Heal.mod +10% A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 153; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 3; phase 11; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 45; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 45 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. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 74; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 74 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Erelodedin the Stokeoracle0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% mind Res.pen +10% fire Melee Ret 4 mind ----- def ----- Resists +6% blight +6% mind Amulets make your neck look great! |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
surging elm magestaff (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) S.pwr/crit +3 Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% lightning Phasing +12% ----- def ----- Defense +12 (+6 eff.) Shield.pwr +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Samydedrakor the Breezefist (109% power, 8 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 109% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.5% Atk.spd 100% Phasing +16% On Hit.r1 +4 nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% nature Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +6% lightning Massive two-handed battleaxes. |
iron battleaxe 'Flarewreath' (110% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 110% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 cold On Crit.r2 +12 fire While equipped: dps ---------- Res.pen +15% fire Melee Ret 2 arcane ----- def ----- Resists +6% light Max.HP +20.00 Massive two-handed battleaxes. |
Magmaradiance (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 115% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 34 cold damage (1/turn) While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% cold Res.pen +10% fire +10% cold ----- def ----- Resists +6% fire ---------- misc Light +3 Massive two-handed swords. |
balanced iron greatsword (108% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 108% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +29% Massive two-handed swords. |
iron greatsword of vileness (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 115% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 13 Massive two-handed swords. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.32 cold damage and 6.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
acidic iron longsword of massacre (118% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Sharp, long, and deadly. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 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. |
Lisyra the Frozenwend (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 cold On Crit.r2 +12 arcane While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +9.00% Mind.pwr +2 (+1 eff.) Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +5% arcane +3% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shocking iron steamsaw of daylight (101% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Melee+ +6 light Against +6% Undead Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Porena the Sepsisfurnace4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 nature +11 fire On Hit.r1 +8 arcane +8 nature While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
steady rough leather sling of enduring4.0 T1 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +6 Con +5 Wil dps ---------- Phys.crit +2.0% Acc +6 (+3 eff.) ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
Glaremire4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +20 light On Hit.r1 +4 lightning Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee Ret 8 lightning ----- def ----- Resists +6% acid ---------- misc Light +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Glacierraider (18/18, 108% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 108% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +4 light +9 nature On Hit.r1 +4 cold On Crit.r2 +4 light On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 47% Arrows are used with bows to pierce your foes to death. |
reinforced iron shield (0 def, 4 armour, 98% power, 44 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +44 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Arelaith the linen robe (3 def, 4 armour)2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Res.pen +15% blight ----- def ----- Armour +4 Defense +3 (+2 eff.) Resists +3% nature +7% all Phys.save +15 (+6 eff.) Cut- +10% Silence- +20% Stun/Frz- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Drogatir the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +10% fire ----- def ----- Resists +15% fire +9% mind +7% all Crit.dmg- 5.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of blight (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +9% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Suntreason' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% cold Res.pen +5% light Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +3% cold +16% fire ---------- misc Light +2 A suit of armour made of leather. |
prismatic iron mail armour of clarity (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% light +11% darkness +5% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
Blastvile1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +12% lightning +6% physical ----- def ----- HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
rough leather belt 'Festercut'1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +6 Cun +6 Lck dps ---------- Res.pen +15% nature +5% cold ----- def ----- Stealth +5 ---------- misc T.Disarm +9 Light +3 Infravis +3 A belt that goes around your waist. |
Roottooth (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +3% nature Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Winterroar' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +3 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+3 eff.) Res.pen +5% cold Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Icespire (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Spell.pwr +15 (+8 eff.) Res.pen +5% arcane +5% cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.81 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves 'Betybrebeth' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+3 eff.) Melee+ 5 mind Dmg.mod +4% mind +12% acid Res.pen +5% mind ----- def ----- Armour +1 Resists +6% mind Mind.save +3 (+2 eff.) Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 95% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +5% fire Unarmed combat: Power 127% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Abysscrack the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Cun +4 Con dps ---------- Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +3 A hat made of leather. Very stylish. |
Cuthemnir the Daykill (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil +2 Con dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Fulydig the Cloudrain (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +19 (+9 eff.) Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Die.at -20.00 life A hat made of leather. Very stylish. |
Issugothel the Torchfoe (0 def, 11 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +11 Fatigue +1% Resists +3% acid +3% fire +9% cold Heal.mod +5% A cap made of leather. |
Nebers the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +3% mind Die.at -40.00 life ---------- misc Hate/m.crit +3.00 Max.psi +30.00 A cap made of leather. |
rough leather cap 'Sleetwill' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Cun +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% cold A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Issokhad (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Crit.mult +5.00% ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Phys.save +6 (+2 eff.) Die.at -40.00 life Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 54.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
211 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Glacierveil'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% blight Melee Ret 2 blight 12 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +9% blight +6% fire +3% cold ---------- 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe 'Glintsting' (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +4 Mag dps ---------- Spell.crit +9% Dmg.mod +3% arcane Res.pen +5% light ---------- misc Mana/s.crit +2.00 Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of shielding 'Maliziladan' [power 116] (11/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Phasing +10% ---------- misc Light +1 See.Invis +9 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [wretchling] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By I don't wanna Die the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 09:30 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By I don't wanna Die the Cornac Adventurer level 1
74th Pyre 122nd year of Ascendancy at 20:00 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By I don't wanna Die the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 12:42 see stats
Log
Decrepitude Disease from Elven cultist hits I don't wanna Die for 7 to psi, (7 turned into osmosis), 45 blight (52 total damage).
Weakness Disease from Elven cultist hits I don't wanna Die for 22 to psi, (7 turned into osmosis), 133 blight (155 total damage).
Elven cultist is free from the illness.
Elven cultist is fully armored again.
I don't wanna Die unleashes a blast of frostdusk as he crosses the veil!
LIFE LOST WARNING!
I don't wanna Die hits Elven cultist for 72 cold, 47 darkness (118 total damage).
I don't wanna Die uses Infusion: Regeneration.
I don't wanna Die starts regenerating health quickly.
I don't wanna Die shares damage with his oozes!
I don't wanna Die converts some damage to Psi!
I don't wanna Die hits I don't wanna Die for 3 healing (1 psi heal), 7 healing (1 psi heal) (0 total damage) [12 healing].
I don't wanna Die's Beyond the Flesh hits Elven cultist for 21 acid, 8 blight (29 total damage).
Decrepitude Disease from Elven cultist hits I don't wanna Die for 7 to psi, (7 turned into osmosis), 32 blight (38 total damage).
Weakness Disease from Elven cultist hits I don't wanna Die for 10 to psi, (7 turned into osmosis), 48 blight (57 total damage).
Elven cultist misses I don't wanna Die.
I don't wanna Die uses Reabsorb.
I don't wanna Die lessens the pain.
I don't wanna Die hits Elven cultist for 43 arcane damage.
Elven cultist casts Rune: Acid Wave.
I don't wanna Die is disarmed!
I don't wanna Die converts some damage to Psi!
Elven cultist hits I don't wanna Die for (24 to psi shield), 7 to psi, (0 turned into osmosis), 32 acid (39 total damage).
Elven cultist casts Drain.
I don't wanna Die converts some damage to Psi!
Elven cultist hits I don't wanna Die for 17 to psi, (0 turned into osmosis), 83 blight (100 total damage).
I don't wanna Die the level 12 cornac adventurer was poxed to death by an elven cultist on level 1 of Rhaloren Camp.
You are no longer encumbered.































































































