Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Fungal Regeneration 1.3.0Possessor Bonus Class 1.5.4Donators/Buyers bonus! Proper Possession 1.5.0
Frequently Asked Questions: 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:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Items Vault 1.5.0Donators/Buyers bonus! Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Everyone Options 1.4.5Starts characters off with category points instead of categories known. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Serpent |
| Class | Hydra |
| Level / Exp | 30 / 59% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 100 (base 60) |
| Dexterity | 66 (base 60) |
| Constitution | 78 (base 60) |
| Magic | 58 (base 60) |
| Willpower | 171 (base 60) |
| Cunning | 113 (base 60) |
Resources
| Life | 4532/4532 |
| Fury | 500/500 |
| Stamina | 747/747 |
| Equilibrium | 85 |
| Healing Factor | 2.044625249535 |
| Regeneration | 71.561883733725 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +542% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 15 |
| Lite | 8 |
| Infravision | 15 |
| See Stealth | 75.785691175273 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 181 |
| Accuracy | 109 |
| Crit Chance | 93% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 104 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 298.26618350838 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +32% |
| Acid | +17% |
| Lightning | +28% |
| Mind | +17% |
| Darkness | +2% |
| Physical | +13% |
| Cold | +26% |
| Nature | +2% |
Offense: Damage Penetration
| Acid | +17% |
| Fire | +21% |
| Lightning | +20% |
| Cold | +19% |
| Physical | +18% |
| Mind | +31% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 218.22248782573 (68.88899513029%) |
| Defense | 61 |
| Ranged Defense | 94 |
| Fatigue | -36.14570411712 |
| Physical Save | 94 |
| Spell Save | 88 |
| Mental Save | 100 |
Defense: Resistances
| Lightning | + 13%( 70%) |
| Temporal | + 22%( 70%) |
| Blight | + 5%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (0/0)
Class Talents
| Cunning / Poisons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Triad | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Glob | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Feral Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Breath Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Mist Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Ravenous Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Swamp Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Glare Hydra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-heart / Prudence | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Ego / Serpent | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Regenerate | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Natural Combat | 1.20 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-heart / Noble Animal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-heart / Burrowing Beast | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Inner Animal | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-heart / Hydragon | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Wild-heart / Martial Training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Hoarding Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Ceaseless Blood |
| talent | Menace |
| talent | Metalbolism |
| talent | Hydra Mixture |
| talent | Beneath The Wake |
| talent | Hydra Toxin |
| talent | Mist Lurker |
| talent | Attune to Nature |
| talent | Apply Poison |
| talent | Soul of Nature |
| talent | Triad of Threes |
| talent | Recuperate |
| talent | Vigilance |
| talent | Voracious Feast |
| talent | Numbing Poison |
| talent | Leeching Poison |
| beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 8 |
| beneficial effect | Moving at extreme speed (552% faster). Any action other than movement will cancel it. Wild Speed |
| beneficial effect | Receiving an antimagic effect or being manaburned will remove a head. When all heads are lost, you will incur a severe poison immunity penalty. Prismatic HeadsTurns until recharge: 4 |
| beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 13 |
| beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 8 |
| beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 8 |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Luck by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Eagle Eyes (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Luck by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Luck by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair. Go tell the Summoner what you saw! * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * The Spellblaze is the source of most of the world's magic... Undoubtedly, you could find something quite powerful in its mark! * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - It is no use. Dreadfell seems to be the only place left that you have not explored... | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - Your summoner is, perhaps, controlling your actions, and it brings you profound discomfort. You MUST find a way to depart from him-- And FAST...!! *** The Mind - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed faerlhing fang. * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of fire wyrm saliva. * You've found the needed bear paw. | 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! | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | completed |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| 1st feral head | gladiator's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +20% Pinning- +20% Knockbk- +28% Rings can have magical properties. |
| 2nd feral head | horrifying living mindstar of life (15.5-17.05 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +2% mind +2% darkness Melee Ret 3 mind 2 darkness ----- def ----- Max.HP +13.00 HP.reg +0.70 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. |
| 1st drool head | gladiator's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 24 light Ranged+ 20 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 13% chance to blind Rings can have magical properties. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| 2nd glare head | caller's pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural mindstar calls for a summoner. Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +8% acid +7% fire +10% cold +8% physical Res.pen +3% acid +3% fire +2% cold +3% physical 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. |
| Tool | iron pickaxe of the Iron Throne (dig speed 18 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| 3rd drool head | thorny mindstar of storms (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +1 Mag +2 Wil +1 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +9% lightning Res.pen +9% lightning Melee Ret 6 lightning ----- def ----- Resists +7% lightning 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. |
| 2nd drool head | caller's pulsing mindstar of life (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural mindstar calls for a summoner. Power 12.5 - 13.8 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +9% acid +9% fire +8% cold +5% physical Res.pen +3% acid +3% fire +6% cold +4% physical ----- def ----- Max.HP +10.00 HP.reg +0.50 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. |
| 1st glare head | Shimmervile the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 26 light Ranged+ 29 light Dmg.mod +12% lightning On Hit (Melee): * 13% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 16% chance to blind ----- def ----- Resists +6% lightning +12% temporal Rings can have magical properties. |
| 3rd feral head | nature's thorny mindstar of resolve (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +2% nature ----- def ----- Resists +5% blight Phys.save +3 (+1 eff.) Disease- +19% 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. |
| Cloak | Nedetomas the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Cun +2 Con dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +15% mind Res.pen +20% mind ----- def ----- Defense +1 (+1 eff.) Phys.save +7 (+2 eff.) Max.HP +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 3rd glare head | projecting thorny mindstar of flames (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic This natural fire should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. Power 7.5 - 8.3 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) All.spd +2% Dmg.mod +7% lightning +16% fire +8% cold Res.pen +4% fire Melee Ret 4 fire ----- def ----- Resists +5% fire ---------- misc Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
Inventory
healing infusion of the duelist (heal 186)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 186 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 430)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 430 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 212)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 212 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 172)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and 1 poison effect. 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 ability. |
regeneration infusion (heal 154 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 154 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 125 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 396 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 462 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 24%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 18%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (258 cold damage; freeze 3 turns with power 69)0.1 T2 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 direct a cone of chilling stormwind doing 257.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 69 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (209 cold damage; freeze 3 turns with power 68)0.1 T2 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 direct a cone of chilling stormwind doing 208.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 68 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 25; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 31; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 376 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 376 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 725 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 725 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 350 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 350 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 237 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 237 damage for 4 turns. 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 ability. |
shielding rune of the wizard (absorb 225 for 3 turns)0.1 T2 rune scroll [Ego] 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 225 damage for 3 turns. 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 ability. |
teleportation rune (range 60)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 37)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 204)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 204 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 15; see horror)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 21) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any horror around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 10; dur 15; see humanoid)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 34) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any humanoid around. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 11; dur 13; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 21) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any dragon around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
savior's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +16 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +14 (+2 eff.) ---------- misc Mana/turn +0.30 Max.mana +36.00 Amulets can have magical properties. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Elrik the Serpent Hydra level 17
34th Dusk 122nd year of Ascendancy at 21:00 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elrik the Serpent Hydra level 23
51st Haze 122nd year of Ascendancy at 05:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elrik the Serpent Hydra level 23
47th Haze 122nd year of Ascendancy at 05:35 see stats
Level 10
Got a character to level 10.By Elrik the Serpent Hydra level 10
8th Mirth 122nd year of Ascendancy at 01:08 see stats
Level 20
Got a character to level 20.By Elrik the Serpent Hydra level 20
25th Haze 122nd year of Ascendancy at 17:56 see stats
Level 30
Got a character to level 30.By Elrik the Serpent Hydra level 30
78th Haze 122nd year of Ascendancy at 09:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Elrik the Serpent Hydra level 18
56th Dusk 122nd year of Ascendancy at 21:44 see stats
Size is everything
Did over 1500 damage in one attack.By Elrik the Serpent Hydra level 18
11st Haze 122nd year of Ascendancy at 16:50 see stats
Size matters
Did over 600 damage in one attack.By Elrik the Serpent Hydra level 15
20th Dusk 122nd year of Ascendancy at 07:18 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Elrik the Serpent Hydra level 29
68th Haze 122nd year of Ascendancy at 04:23 see stats
The Arena
Unlocked Arena mode.By Elrik the Serpent Hydra level 11
1st Summertide 122nd year of Ascendancy at 06:01 see stats
The secret city
Discovered the truth about mages.By Elrik the Serpent Hydra level 14
4th Flare 122nd year of Ascendancy at 20:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Elrik the Serpent Hydra level 28
66th Haze 122nd year of Ascendancy at 05:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Elrik the Serpent Hydra level 21
26th Haze 122nd year of Ascendancy at 16:30 see stats
Log
You gain 0.75 gold from the transmogrification of hardened leather armour (3 def, 6 armour).
You gain 0.12 gold from the transmogrification of cashmere robe (2 def, 0 armour).
You gain 7.84 gold from the transmogrification of warbringer's dwarven-steel waraxe of torment (19.5-27.3 power, 4 apr).
You gain 4.35 gold from the transmogrification of yew starstaff of blasting (20-24 power, 4 apr, temporal element).
You gain 2.98 gold from the transmogrification of potent yew vilestaff of might (22-26.4 power, 4 apr, acid element).
You gain 7.30 gold from the transmogrification of Layiwe (20-24 power, 4 apr, lightning element).
You gain 3.09 gold from the transmogrification of creative thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage).
You gain 5.05 gold from the transmogrification of elemental dwarven-steel greatmaul (38-57 power, 2 apr).
You gain 3.15 gold from the transmogrification of dwarven-steel greatmaul of nature (44-66 power, 2 apr).
You gain 3.70 gold from the transmogrification of marksman's gold ring of perseverance.
You gain 1.77 gold from the transmogrification of insulating gold amulet of cunning (+6).
There is a previous level here (press '' or right click to use).
Elrik deactivates Mist Lurker.
Elrik slows down.
Elrik deactivates Beneath The Wake.
Elrik deactivates Vigilance.
Elrik deactivates Voracious Feast.
Elrik deactivates Numbing Poison.
Elrik deactivates Soul of Nature.
Elrik deactivates Attune to Nature.
Elrik is moving less freely.
Elrik deactivates Metalbolism.
Elrik deactivates Apply Poison.
Elrik deactivates Hydra Toxin.
Elrik deactivates Triad of Threes.
Elrik deactivates Recuperate.
Elrik deactivates Hydra Mixture.
Elrik deactivates Ceaseless Blood.
Elrik deactivates Menace.
Elrik deactivates Leeching Poison.





























