











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Buffs Display Wrap 1.0.0 (1.7.0)Modifies the buffs display in the Minimalist UI, arranging for the vertical stack of beneficial or detrimental effect indicators to wrap to the next column if it would otherwise overlap the main toolbar or the hotkeys toolbar. Also available as part of the Bugnibus Bugfix Pack. Explicit Default Cosmetics 1.0.0 (1.7.0)Fixes a small cosmetic glitch in the Customize dialog on the character creation screen by explicitly setting the default cosmetics for your current race/class/sex as selected, so that selecting a value in one category (like Skin) doesn't lose the default selection in another category (like Hair, leaving the character bald). No Rare Monsters Addon 1.0.4For those that prefer Classical ToME4. Removes rare monsters from any area in which they are not forced to spawn. Particle Cleanup 1.1.6 (1.7.0)An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Activatable Object Cleanup 1.0.0 (1.7.0)Prevents and cleans up orphaned "activate-object" talents for objects activatable from inventory that you transmogrified from the transmogrification chest. Encouraged for players who use the Utility Supplies addon. Also available as part of the Bugnibus Bugfix Pack. Hotkeys Toolbar Scroll Lock 1.0.0 (1.7.0)Adds new game option "UI | Scroll hotkeys toolbar with scroll wheel", which can be disabled to prevent the scroll wheel or other scrolling input mechanisms from affecting the hotkeys toolbar. Hulking Berserker Evolution 1.1.1 (1.7.4)Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful. Automatic Notes 1.5.7 (1.7.0)Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Nur Kit 4.2.0 (1.7.0)Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Ogres Look Like Krogs (and vice versa) 1.0.0 (1.7.0)Swaps the cosmetic character customization options for Ogres and Krogs from the Forbidden Cults DLC (required). Annotated Charm Hotkeys 1.1.1 (1.7.0)Modifies the display of torques, totems and wands in the hotkeys toolbar, adding a corner image reflecting the charm's type. [NOTE: If you are using this addon in conjunction with Juggle Hotkeys on Unwield, you will need to update the latter to release 1.4.0 or higher for compatibility. Similarly, if you are using this addon in conjunction with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to update it to release 17.0.0 or higher for compatibility.] Inventory Show All Tabs By Default 2.0.0 (1.7.0)A small fix to equipment/inventory and store dialogs: the first time one is opened after loading a game, it will open with all inventory types selected rather than just weapons. Later invocations will remember the tabs selected in previous invocations, as per standard game behavior. Also available as part of the Bugnibus Bugfix Pack. Bikini Colors 1.2.0 (1.7.0)Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Virtual Image Reload 1.0.0 (1.7.0)An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: UI Hardening 1.1.0 (1.7.0)An experimental addon that attempts to "harden" the Minimalist UI by adding error-catching wrappers around various calls to potentially buggy third-party addon code, which would otherwise crash the UI into an unresponsive "black-screen" state. Currently we attempt to cover:
NOTE: This code overloads the following methods in the Minimalist UI: Minimalist:handleEffect() Addons that interact directly with these methods may have compatibility problems with this addon; We Apologize for the Inconvenience.™ Also available as part of the Bugnibus Bugfix Pack. Explicit Offhand Notes 1.1.0 (1.7.0)Modifies and expands the "must be held wth both hands" annotation on two-handed weapons to include one-handed weapons, weapons like daggers that can be wielded in both mainhand or offhand, and equipment like shields worn in the offhand. Addon Versions in Character Sheet 1.0.0 (1.7.0)Modifies the addons list on the online character sheet to include both the addon version (if available) and the minimum supported game module version (in parentheses if both are present). Forbidden Cults 1.0.12 (1.7.4)Official 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.
Actually Usable Damage Reduction 1.2.0 (1.7.0)Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Requiescat In Pace 1.0.0 (1.3.0)Prevents "tombstones" and "old-battle-field" events from being generated. For those who have no intention of ever digging up a grave and would rather not have them cluttering up their landmarks list or dragging their auto-explore off course. Schrödinger's Lore (Mark 2) 1.1.5 (1.7.0)Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Visible Cloud Caller 1.0.0 (1.7.0)Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Ignore Race/Class Locks 1.5.1 (1.7.0)Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Utility Supplies 2.12.0 (1.7.0)Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] The Hammer of Urh'Rok: Part I 0.7.6 (1.7.4)The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Keep Transmo Tab 1.1.1 (1.7.0)Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Worms Don't Walk 1.0.0 (1.3.0)Prevents worms that walk from being spawned. ZOmnibus Addon Pack 17.8.6 (1.7.4)Combines 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: No Bunnies Were Harmed 1.0.0 (1.7.0)Adds a new achievement to the seasonal Pikataclysm event, achieved by completing the event without killing any cute little bunnies. Nekarcos's Quality of Life 01: Effect Display 1.4.0 (1.7.5)This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
No Escort Quests 1.1.0 (1.3.0)Prevents escort quests from being generated. Frequently Asked Questions: Online Indicator 2.0.0 (1.1.0)An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Retro Kit 1.1.0 (1.6.0)Re-adds various useful 1.5-vintage items that were removed in the 1.6 game release. Currently supports:
No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Shimmer Pack: Iron Throne Couture 1.0.4 (1.6.0)Cosmetic pack! Talents in Tooltips 1.2.0 (1.7.0)Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. 50 by the Sanctum 1.0.0 (1.1.0)Auto-levels your character as you ascend High Peak (similarly to the Escape from Reknor Dwarf start zone), up to level 50 at the top of High Peak. Frequently Asked Questions: Ashes of Urh'Rok 1.1.4 (1.7.4)Official 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:
Hedge Clipper 1.0.0 (1.3.0)Increases the minimum spawn level of the Forest Troll Hedge-Wizard from 3 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Negative Effect Timeout Cleanup 1.0.0 (1.7.0)Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Rage Quit 2.2.1 (1.7.0)Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Shimmer Pack: Plumpkin Daper 1.0.4 (1.6.0)Cosmetic pack! Drake-Infused Forgiveness 1.2.0 (1.7.0)Modifies the Drake-Infused Blood talent so that canceling out of the Drake Aspect dialog does not consume accumulated kills. Swap Equipment Sets 1.0.0 (1.7.0)An experimental addon to coordinate and simplify swapping in specified sets of equipment for temporary use and re-wielding your original equipment later. To use this addon, tag your swap-in items with SET:SetName (for whatever set name); in the "Swap Equipment Sets" dialog (bound to <Alt-Shift-X> by default), they will be listed as the set SetName, and can be wielded from the dialog (taking the normal amount of game time for such an equipment change). Your original equipment will be temporarily tagged with SET:SwapBack, so you can re-wield your original equipment by swapping in the SwapBack set. Also provides an optional status indicator in the buffs display to remind you when you are wearing equipment from one of your swap-in sets (controlled by game option "Gameplay | Show marker for swapped-in equipment"). [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Frequently Asked Questions: Shimmer Pack: Pyromania 1.0.4 (1.6.0)Cosmetic pack! |
Campaign | Demons |
Mode | Normal Adventure |
Sex | Female |
Race | Krog |
Class | Berserker |
Level / Exp | 50 / 499% |
Size | big |
Lifes / Deaths | Killed by minotaur at level 47 on the 344th Vengeance 123rd year of Ascendancy at 17:44 2 / 5Killed by She-Hulk's Angrier Twin Sister's Inner Demon at level 50 on the 1st Vengeance 124th year of Ascendancy at 04:50 Killed by She-Hulk's Angrier Twin Sister's Inner Demon at level 50 on the 1st Vengeance 124th year of Ascendancy at 05:50 Killed by devourer at level 50 on the 1st Vengeance 124th year of Ascendancy at 06:40 Killed by She-Hulk's Angrier Twin Sister's Inner Demon at level 50 on the 1st Vengeance 124th year of Ascendancy at 07:33 |
Antimagic | Follower |
Primary Stats
Strength | 64 (base 38) |
Dexterity | 45 (base 14) |
Constitution | 82 (base 25) |
Magic | 8 (base 10) |
Willpower | 43 (base 28) |
Cunning | 61 (base 24) |
Resources
Life | 2149/2149 |
Stamina | 399/399 |
Equilibrium | 0 |
Healing Factor | 2.3894172276306 |
Regeneration | 103.34229509502 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 36.634129341246 |
See Invisible | 50.634129341246 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 145 |
Accuracy | 59 |
Crit Chance | 37% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 83 |
Accuracy | 59 |
Crit Chance | 43% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +21% |
Blight | +19% |
Fire | +19% |
Mind | +14% |
All | +9% |
Offense: Damage Penetration
Nature | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 36 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 21 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 48%( 70%) |
Light | + 39%( 70%) |
Nature | + 35%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 27%( 70%) |
Fire | + 36%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 46% |
Stun Resistance | 19% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 One-handed, mainhand or offhand When wielded/worn: Armour: +3 Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Healing mod.: +12% A pair of boots made of leather. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 One-handed, mainhand or offhand When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 One-handed, mainhand or offhand When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Dex / +4 Cun / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 One-handed, mainhand or offhand When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Armour: +3 Changes stats: +3 Str / +7 Dex / +6 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 One-handed, mainhand or offhand It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 One-handed, mainhand or offhand When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +5 Cun Life regen: +15.00 Maximum life: +65.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 One-handed, mainhand or offhand When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 51% Damage when hit (Melee): 4 nature / 34 darkness Changes stats: +8 Con Changes resistances: +18% nature Changes resistances penetration: +10% nature Changes damage: +12% nature / +9% all Grants telepathy: Demon/Major Demon/Minor Physical save: +16 (+5 eff.) Mental save: +15 (+6 eff.) Confusion immunity: +46% Life regen: +20.00 Maximum life: +87.00 Spellpower: +16 (+8 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +70% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 One-handed, mainhand or offhand When wielded/worn: Fatigue: -6% Changes stats: +8 Str / +6 Dex / +8 Cun / +7 Con Life regen: +5.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 Two-handed Power: 174% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +16% Living When wielded/worn: Changes stats: +20 Con / +10 Wil Maximum life: +107.00 Massive two-handed mauls. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 One-handed, mainhand or offhand When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 21 power out of 30/30) : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Two-handed Power: 160% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 One-handed, mainhand or offhand When wielded/worn: Accuracy: +35 (+8 eff.) Defense: +12 (+5 eff.) Fatigue: -9% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +3 Dex Changes resistances: +6% nature / +25% fire / +6% darkness / +29% light Stealth bonus: +12 Spell save: +3 (+1 eff.) Maximum life: +110.00 Maximum stamina: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Norgos's Pelt (3 def, 5 armour) Norgos's Pelt (3 def, 5 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 One-handed, mainhand or offhand When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +10% Damage (Melee): 10 % chance to stun Changes stats: +5 Str / +15 Con Changes resistances: +15% cold Stamina each turn: +1.00 Maximum stamina: +45.00 A barbarian's garb, made from the hide of a giant bear. Despite the fur, it remains constantly cool to the touch. This object's appearance was changed to Chainmail Bikini. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion One-handed, mainhand or offhand When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -525 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 525 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to 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 |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion One-handed, mainhand or offhand When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. When inscribed on your body (secondary): Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the wild infusion's secondary power to reduce all damage taken by 28% for 3 turns. Its effects scale with your Strength stat. It can be used to 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 |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion One-handed, mainhand or offhand When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. When inscribed on your body (secondary): Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the wild infusion's secondary power to reduce all damage taken by 27% for 2 turns. Its effects scale with your Strength stat. It can be used to 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 |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 One-handed, mainhand or offhand Activating this item is instant. It can be used to increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 5 One-handed, mainhand or offhand Activating this item is instant. It can be used to increase global speed by 50% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() steel amulet of the fish Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 One-handed, mainhand or offhand When wielded/worn: Changes resistances: +13% cold Allows you to breathe in: water Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 One-handed, mainhand or offhand When wielded/worn: Changes stats: +6 Wil / +2 Con Physical save: +8 (+3 eff.) Life regen: +4.00 Maximum life: +50.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 One-handed, mainhand or offhand When wielded/worn: Fatigue: -8% Changes stats: +5 Dex / +5 Cun / +5 Con Blindness immunity: +13% Life regen: +1.00 Stamina each turn: +0.50 Infravision radius: +4 Sight radius: +2 See invisible: +8 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 One-handed, mainhand or offhand When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str Changes damage: +5% physical Combat speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 One-handed, mainhand or offhand When wielded/worn: Changes stats: +7 Str / +8 Dex / +7 Wil Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 One-handed, mainhand or offhand When wielded/worn: Fatigue: -7% Changes stats: +4 Dex / +5 Cun / +6 Con Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 One-handed, mainhand or offhand When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 14.94 cold and 14.94 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 42 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 One-handed, mainhand or offhand When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 One-handed, mainhand or offhand When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +12.00 Maximum life: +47.00 Healing mod.: +14% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 One-handed, mainhand or offhand When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +8 Str / +7 Con Life regen: +10.00 Maximum life: +53.00 Healing mod.: +14% Rings make your fingers look great! |
![]() mule's stralite ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 One-handed, mainhand or offhand When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Disarm immunity: +27% Pinning immunity: +32% Knockback immunity: +20% Maximum life: +23.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 One-handed, mainhand or offhand When wielded/worn: Changes stats: +4 Con Spell save: +14 (+7 eff.) Maximum stamina: +26.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 One-handed, mainhand or offhand When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Life regen: +12.00 Maximum life: +78.00 Healing mod.: +12% Rings make your fingers look great! |
![]() mule's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 One-handed, mainhand or offhand When wielded/worn: Fatigue: -7% Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 18 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 24 Damage (Ranged): 24 physical Changes stats: +6 Cun Maximum encumbrance: +29 Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() enhanced stralite greatmaul of dampening (164% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 Two-handed Power: 164% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +9 Dex / +9 Mag / +9 Wil / +10 Cun / +9 Con Changes resistances: +16% acid / +19% lightning / +16% fire / +16% cold / +9% all Spell save: +10 (+5 eff.) Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 Two-handed Power: 178% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +16% Unnatural Massive two-handed mauls. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 One-handed, mainhand or offhand When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +5 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +18% Summoned Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() traveler's pair of dwarven-steel boots of evasion (5 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 One-handed, mainhand or offhand When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: -3% Maximum encumbrance: +26 Physical save: +8 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 One-handed, mainhand or offhand When wielded/worn: Physical power: +9 (+3 eff.) Armour: +7 Changes stats: +3 Str Mental save: +8 (+4 eff.) Maximum life: +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 One-handed, mainhand or offhand When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +1 Con Changes resistances: +9% nature Physical save: +8 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Maximum life: +53.00 Healing mod.: +10% It can be used to activate talent Battle Cry, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 One-handed, mainhand or offhand When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 One-handed, mainhand or offhand When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 One-handed, mainhand or offhand When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 One-handed, mainhand or offhand When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 One-handed, mainhand or offhand When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 One-handed, mainhand or offhand When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 One-handed, mainhand or offhand When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 One-handed, mainhand or offhand When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Mag / +2 Con Changes resistances: +3% all Spell save: +8 (+4 eff.) Maximum life: +97.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 One-handed, mainhand or offhand When wielded/worn: Changes stats: +2 Str Changes damage: +7% mind / +6% fire Mental save: +7 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 One-handed, mainhand or offhand When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb One-handed, mainhand or offhand When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul One-handed, mainhand or offhand When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod One-handed, mainhand or offhand It can be used to recall the user to the worldmap after 40 turns Activation costs 140 power out of 379/400. 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. |
![]() Powered by unknown forces 2.00 Encumbrance. Type: charm / rod One-handed, mainhand or offhand It can be used to detect monster in a radius of 25 Activation costs 7 power out of 10/10. A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
![]() Powered by unknown forces 2.00 Encumbrance. Type: charm / rod One-handed, mainhand or offhand It can be used to disarm any known traps in a line Activation costs 35 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
![]() Powered by unknown forces 2.00 Encumbrance. Type: charm / rod One-handed, mainhand or offhand It can be used to detect traps in a radius of 25 Activation costs 7 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 One-handed, mainhand or offhand It can be used to setup a psionic shield, reducing all damage taken by 129 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 One-handed, mainhand or offhand It can be used to teleport randomly (rad 50) Activation puts all charms on cooldown for 21 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 One-handed, mainhand or offhand It can be used to sting an enemy dealing 503 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Heal for 58. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror One-handed, mainhand or offhand It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 One-handed, mainhand or offhand When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 One-handed, mainhand or offhand When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By She-Hulk's Angrier Twin Sister the Krog Berserker level 34
251st Vengeance 123rd year of Ascendancy at 03:24 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 34
284th Vengeance 123rd year of Ascendancy at 20:45 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 50
30th Vengeance 124th year of Ascendancy at 15:55 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 10
73rd Vengeance 123rd year of Ascendancy at 22:54 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 20
206th Vengeance 123rd year of Ascendancy at 18:47 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 30
230th Vengeance 123rd year of Ascendancy at 10:16 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 40
333rd Vengeance 123rd year of Ascendancy at 23:14 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 50
1st Vigilance 123rd year of Ascendancy at 04:07 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 50
16th Vengeance 124th year of Ascendancy at 15:15 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 50
2nd Vengeance 124th year of Ascendancy at 03:35 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 37
332nd Vengeance 123rd year of Ascendancy at 18:21 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 41
335th Vengeance 123rd year of Ascendancy at 12:14 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 33
251st Vengeance 123rd year of Ascendancy at 01:44 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 39
333rd Vengeance 123rd year of Ascendancy at 04:33 see stats
By She-Hulk's Angrier Twin Sister the Krog Berserker level 28
229th Vengeance 123rd year of Ascendancy at 12:52 see stats
Log
She-Hulk's Angrier Twin Sister has finished recovering.
You are yanked out of this place!
There is a Tunnel into the sands here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Talent Infusion: Movement is ready to use.
Today is the 46th Vengeance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Talent Vitality is ready to use.
Today is the 47th Vengeance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 48th Vengeance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Saving done.
Today is the 49th Vengeance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 50th Vengeance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 51st Vengeance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
There is a Return to Orbit (Town) here (press '' or right click to use).
Saving game...
Saving done.