
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Hulk! 1.4.8 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Arena |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Hulk |
| Class | Adventurer |
| Level / Exp | 26 / 15% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1015 (base 12) |
| Dexterity | 1011 (base 12) |
| Constitution | 1011 (base 12) |
| Magic | 1032 (base 28) |
| Willpower | 1016 (base 12) |
| Cunning | 1021 (base 12) |
Resources
| Mana | 3775/3775 |
| Equilibrium | 35 |
| Life | 366568/366568 |
| Negative | 100/100 |
| Stamina | 2640/2640 |
| Soul | 19/19 |
| Healing Factor | 2.2713801862828 |
| Regeneration | 22711.530482642 |
Speed
| Mental | +11.38129468067% |
| Attack | +11.38129468067% |
| Movement | +126.65815078516% |
| Spell | +48.506414995737% |
| Global | +252.52589672114% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 18.725878258914 |
| See Stealth | 221.46385313137 |
| See Invisible | 286.63881318555 |
Offense: Mainhand
| Damage | 531 |
| Accuracy | 231 |
| Crit Chance | 610% |
| APR | 6 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 197 |
| Crit Chance | 100% |
| Speed | 0.67337158467444 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 201 |
| Crit Chance | 100% |
| Speed | 0.89781682181644 |
Offense: Damage Bonus
| Acid | +21% |
| Physical | +9% |
| Cold | +29% |
| Lightning | +18% |
| Light | +72% |
| Darkness | +82% |
| Arcane | +39% |
| Fire | +92% |
| Nature | +36% |
Offense: Damage Penetration
| Lightning | +68% |
| Physical | +64% |
| Acid | +19% |
| Darkness | +44% |
| Arcane | +44% |
| Cold | +68% |
| Fire | +68% |
Defense: Base
| Armour (hardiness) | 62.822286578054 (68.311688311688%) |
| Defense | 188 |
| Ranged Defense | 195 |
| Fatigue | 0 |
| Physical Save | 181 |
| Spell Save | 197 |
| Mental Save | 179 |
Defense: Resistances
| Nature | + 46%( 70%) |
| Acid | + 70%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 100% |
| Pinning Resistance | 100% |
| Knockback Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 621% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2459 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4664% for 10 turns and instantly restoring 233 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Ice | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Aether | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Stone Skin |
| talent | Spellcraft |
| talent | Arcane Power |
| talent | Phantasmal Shield |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Blur Sight |
| talent | Thunderstorm |
| talent | Essence of Speed |
| talent | Tempest |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Wildfire |
| talent | Will o' the Wisp |
| talent | Vampiric Gift |
| talent | Hurricane |
| talent | Hymn Nocturnalist |
| talent | Uttercold |
| talent | Wild Growth |
| talent | Quicken Spells |
| talent | Chant of Resistance |
| talent | Frostdusk |
| talent | Daunting Presence |
| talent | Burning Wake |
| talent | Hymn of Shadows |
| talent | Necrotic Aura |
| talent | Exploit Weakness |
| talent | Shielding |
| talent | Pure Aether |
| talent | Crystalline Focus |
| beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | dreamer's pair of drakeskin leather boots (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +8 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) A pair of boots made of leather. |
| Quiver | quiver of elm arrows (19/19, 15.5-21.7 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
| On hands | naturalist's hardened leather gloves of strength (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +2 Str Changes resistances: +6% nature Changes damage: +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
| Tool | volcanic dragonbone wand of trap destruction [power 96] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to disarm traps (96 bonus disarm power, based on Magic) along a range 10 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| Around neck | serendipitous gold amulet of mastery (0.16 Cursed / One with shadows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +8 Lck Talent mastery: +0.16 Cursed / One with shadows Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
| In main hand | dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+1 eff.) Effects on melee hit: * 17% chance to blind Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 490.25 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | focusing elven-silk robe of nature (+16%) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +16% nature Changes damage: +11% nature Mana each turn: +0.10 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
wild infusion of the duelist (resist 111%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 or magical effect and reduce all damage taken by 111% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 ability. Press to compare to your current inscriptions |
Newly picked updragonbone starstaff of channeling (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Mana each turn: +0.27 Spellpower: +31 (+3 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Newly picked upinfernal dragonbone magestaff of invocation (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 25 fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +31.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +30 (+3 eff.) Spell crit. chance: +5% See invisible: +15 It can be used to conjure elemental energy in a radius 10 cone, dealing 530.84 to 637.01 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Newly picked upplaguebringer's steel battleaxe of shearing (19.5-29.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 13% chance to disease Damage (Melee): +16 blight When wielded/worn: Armour penetration: +12 Changes resistances penetration: +13% physical Changes damage: +13% physical Disease immunity: +24% Massive two-handed battleaxes. |
Newly picked upHornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Newly picked upenlightening voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+1 eff.) Fatigue: +19% Changes stats: +6 Cun / +7 Wil Physical save: +12 (+1 eff.) Mental save: +22 (+3 eff.) A suit of armour made of metal plates. |
Newly picked upbalancing hardened leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex / +5 Cun / +4 Con Mental save: +10 (+1 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +11% A belt that goes around your waist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
overpowered elven-wood wand of conjuration [power 487] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 244 to 487, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Madness (Roguelike) difficulty)
Got to wave 20 in the arena.By HulkSmash the Hulk Adventurer level 12
75th Pyre 122nd year of Ascendancy at 17:10 see stats
Arena Battler 50 (Madness (Roguelike) difficulty)
Got to wave 50 in the arena.By HulkSmash the Hulk Adventurer level 22
78th Pyre 122nd year of Ascendancy at 11:10 see stats
Grand Master (Madness (Roguelike) difficulty)
Earned the rank of Grand Master in the arena.By HulkSmash the Hulk Adventurer level 12
75th Pyre 122nd year of Ascendancy at 19:30 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By HulkSmash the Hulk Adventurer level 10
75th Pyre 122nd year of Ascendancy at 07:36 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By HulkSmash the Hulk Adventurer level 20
77th Pyre 122nd year of Ascendancy at 16:50 see stats
Master of Arena (Madness (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By HulkSmash the Hulk Adventurer level 25
79th Pyre 122nd year of Ascendancy at 13:45 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By HulkSmash the Hulk Adventurer level 8
75th Pyre 122nd year of Ascendancy at 04:58 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By HulkSmash the Hulk Adventurer level 3
74th Pyre 122nd year of Ascendancy at 11:22 see stats
XXX the Destroyer (Madness (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By HulkSmash the Hulk Adventurer level 8
75th Pyre 122nd year of Ascendancy at 03:30 see stats
Log
HulkSmash deactivates Burning Wake.
HulkSmash deactivates Keen Senses.
HulkSmash deactivates Hurricane.
HulkSmash deactivates Quicken Spells.
HulkSmash deactivates Arcane Power.
HulkSmash deactivates Necrotic Aura.
HulkSmash deactivates Phantasmal Shield.
HulkSmash deactivates Essence of Speed.
HulkSmash deactivates Shielding.
HulkSmash deactivates Stone Skin.
HulkSmash deactivates Premonition.
HulkSmash deactivates Uttercold.
HulkSmash deactivates Wildfire.
HulkSmash deactivates Daunting Presence.
HulkSmash deactivates Hymn Nocturnalist.
HulkSmash deactivates Crystalline Focus.
HulkSmash deactivates Exploit Weakness.
HulkSmash deactivates Tempest.
HulkSmash deactivates Arcane Shield.
HulkSmash deactivates Thunderstorm.
The furious lightning storm around HulkSmash calms down and disappears.
HulkSmash deactivates Chant of Resistance.
HulkSmash deactivates Blur Sight.
HulkSmash deactivates Hymn of Shadows.
HulkSmash deactivates Vampiric Gift.
HulkSmash deactivates Elemental Harmony.
HulkSmash deactivates Wild Growth.
HulkSmash deactivates Spellcraft.
HulkSmash deactivates Frostdusk.
HulkSmash deactivates Will o' the Wisp.











































































































































