









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
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. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. A Few Bug Fixes 1.5.10Fixed a few bugs(benificial bugs not included) that I can remember right now.
Items Vault 1.5.0Donators/Buyers bonus! 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 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 Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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 | Insane Roguelike |
Sex | Female |
Race | Lich |
Class | Adventurer |
Level / Exp | 28 / 63% |
Size | medium |
Lifes / Deaths | Killed by Beanzka at level 24 on the 37th Regrowth 123rd year of Ascendancy at 00:33 / 1 |
Primary Stats
Strength | 122 (base 53) |
Dexterity | 97 (base 53) |
Constitution | 131 (base 53) |
Magic | 111 (base 53) |
Willpower | 107 (base 53) |
Cunning | 127 (base 53) |
Resources
Mana | 217/217 |
Negative | 96/96 |
Life | 1476/1476 |
Paradox | 300 |
Soul | 26/26 |
Hate | 20/100 |
Equilibrium | 55 |
Vim | 322/322 |
Insanity | 0/100 |
Positive | 91/91 |
Stamina | 263/263 |
Psi | 177/177 |
Healing Factor | 1.2034203994701 |
Regeneration | 20.972250911822 |
Speed
Mental | +38.117817577157% |
Attack | +16.993510599903% |
Movement | +193.55427523163% |
Spell | +55.566985516677% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 24.020389721446 |
See Stealth | 165.18113324379 |
See Invisible | 165.18113324379 |
Offense: Mainhand
Damage | 286 |
Accuracy | 99 |
Crit Chance | 140% |
APR | 48 |
Speed | 0.72 |
Offense: Spell
Spellpower | 111 |
Crit Chance | 100% |
Speed | 0.6428099102639 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 73% |
Speed | 0.85474826327746 |
Offense: Damage Bonus
Acid | +32% |
Blight | +31% |
Physical | +13% |
Cold | +44% |
All | 0% |
Darkness | +102% |
Light | +63% |
Lightning | +12% |
Fire | +64% |
Nature | +20% |
Offense: Damage Penetration
Acid | +35% |
Physical | +25% |
Cold | +25% |
All | 0% |
Darkness | +38% |
Light | +10% |
Lightning | +25% |
Fire | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 87.760952902593 (84.180064308682%) |
Defense | 72 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 89 |
Mental Save | 92 |
Defense: Resistances
Acid | + 85%( 85%) |
Blight | + 68%( 85%) |
Arcane | + 81%( 85%) |
Cold | + 81%( 85%) |
All | + 48%( 85%) |
Lightning | + 79%( 85%) |
Light | + 65%( 85%) |
Mind | + 50%( 85%) |
Physical | + 85%( 85%) |
Darkness | + 67%( 85%) |
Fire | + 73%( 85%) |
Nature | + 78%( 85%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Bleed Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (64% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (64% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Undead drake | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Sand drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Oozing blades | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Energy alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Arcane | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Necrotic minions | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Higher draconic abilities | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Water | 2.35 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Gloom | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Acid alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Meta | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Advanced-golemancy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced necrotic minions | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Air | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Bloodthirst | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Stone | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Conveyance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 0/14 |
| 0/28 |
| 0/3 |
| 0/2 |
| 0/2 |
| 1/2 |
Technique / Mobility | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Adventure Friendly Fire Disabler |
talent | Chant of Fortitude |
talent | Infestation |
talent | Lacerating Strikes |
talent | Thunderstorm |
talent | Inner Power |
talent | Raze |
talent | Arcane Power |
talent | Ice Core |
talent | Premonition |
talent | Contingency |
talent | Arcane Feed |
talent | Trained Reactions |
talent | Wild Growth |
talent | Kinetic Shield |
talent | Abyssal Shield |
talent | Phantasmal Shield |
talent | Will o' the Wisp |
talent | Gloom |
talent | Blurred Mortality |
talent | Mitosis |
talent | Willful Tormenter |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Shadow Combat |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Thermal Shield |
talent | Overkill |
talent | Feather Wind |
talent | Frostdusk |
talent | Daunting Presence |
talent | Necrotic Aura |
talent | Corona |
talent | Exploit Weakness |
talent | Searing Sight |
talent | Hymn of Shadows |
talent | Hymn Nocturnalist |
talent | Arcane Combat |
beneficial effect | Countering melee attacks: Has a 71% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
beneficial effect | Linked to their horror ally gaining 33% all damage resistance. Shared Insanity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 507. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 black mamba head. * You've found the needed orc heart. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. 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 pouch of bone giant dust. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of stoneskin. 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 ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% light Melee Ret 16 fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +11 (+3 eff.) Resists +11% light +5% fire Affinity +5% darkness Phys.save +14 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +12 (+2 eff.) ---------- misc Light +6 Infravis +3 Curse of Misfortune Moonlight Ray: Puts all charms on 4 cooldown Level 10.0 Pwr.cost 4 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 882.44 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +6 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +5% cold Mind.save +3 (+0 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Misfortune A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Cun dps ---------- Dmg.mod +11% light Res.pen +10% acid ----- def ----- Resists +22% light Curse of Madness Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Resists +3% acid +11% physical Heal/summ +30 ---------- misc Equi/ret +0.08 Curse of Misfortune Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Melee Ret 4 arcane ----- def ----- Fatigue -5% Resists +5% arcane +3% lightning HP.reg +1.20 ---------- misc Masteries +0.15 Spell/Water Curse of Madness Amulets can have magical properties. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). Curse of Madness A staff made out of the bones of fallen foes. Disgustingly powerful. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +5 Cun dps ---------- Acc +7 (+1 eff.) Apr +7 ----- def ----- Armour +6 Resists +18% lightning +1% physical Phys.save +7 (+2 eff.) HP.reg +3.30 Confus- +5% ---------- misc Stam/turn +0.70 Psi/turn +0.18 Cooldown Double Strike -1 Unarmed combat: Power 15.5 - 17.1 Physical Uses 50% Wil, 90% Cun Acc+ +0.2% crit / acc Acc +11 Apr +10 Crit +10.0% Atk.spd 167% On Hit: 15% Perfect Strike 3 On Hit: 10% Set Up 3 On Hit: 10% Second Wind 1 Curse of Madness Steady Shot: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% 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. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Curse of Corpses Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 10 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Cloak | ![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% blight +11% darkness Res.pen +10% mind ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% blight +16% darkness +3% mind Phys.save +17 (+5 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 69% Cun, 45% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% Curse of Corpses This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Dex dps ---------- Phys.pwr +13 (+2 eff.) Mind.pwr +5 (+2 eff.) Melee+ 13 mind 22 darkness Acc +13 (+3 eff.) On Hit (Melee): * 15% chance to cause random gloom On Melee Ret: * 23% chance to disease * 27% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +9% lightning Mind.save +15 (+3 eff.) ---------- misc Psi/ret +0.04 Unarmed combat: Power 21.0 - 23.1 Physical Uses 50% Wil, 90% Cun Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +10.0% Atk.spd 167% On Hit: 10% Reproach 3 On Hit: * Slows global speed by 20% Curse of Misfortune Ruined Earth: Puts all charms on 9 cooldown Level 6.6 Pwr.cost 9 out of 20/20. Range 8 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 8 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 58% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig Curse of Shrouds A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 31 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +1 Mag dps ---------- S.pwr/crit +2 Dmg.mod +8% light Res.pen +9% all Apr +8 ----- def ----- Defense +10 (+3 eff.) Fatigue -4% Resists +5% darkness Affinity +5% light Phys.save +13 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Light +6 See.Invis +9 Curse of Madness Sun Flare: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 136.63 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 Curse of Nightmares 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 81 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. |
![]() 2.0 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. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 13 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Beanzka the Shalore Adventurer level 15
32nd Haze 122nd year of Ascendancy at 23:46 see stats
By Beanzka the Shalore Adventurer level 23
3rd Regrowth 123rd year of Ascendancy at 13:51 see stats
By Beanzka the Shalore Adventurer level 20
4th Allure 123rd year of Ascendancy at 01:20 see stats
By Beanzka the Shalore Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 18:56 see stats
By Beanzka the Shalore Adventurer level 19
78th Haze 122nd year of Ascendancy at 15:41 see stats
By Beanzka the Shalore Adventurer level 15
32nd Haze 122nd year of Ascendancy at 23:32 see stats
By Beanzka the Shalore Adventurer level 10
12nd Haze 122nd year of Ascendancy at 03:38 see stats
By Beanzka the Shalore Adventurer level 20
78th Haze 122nd year of Ascendancy at 16:33 see stats
By Beanzka the Shalore Adventurer level 24
37th Regrowth 123rd year of Ascendancy at 00:33 see stats
By Beanzka the Shalore Adventurer level 23
10th Regrowth 123rd year of Ascendancy at 16:56 see stats
By Beanzka the Lich Adventurer level 24
44th Regrowth 123rd year of Ascendancy at 00:12 see stats
By Beanzka the Shalore Adventurer level 7
11st Haze 122nd year of Ascendancy at 02:26 see stats
By Beanzka the Shalore Adventurer level 7
11st Haze 122nd year of Ascendancy at 01:05 see stats
By Beanzka the Shalore Adventurer level 15
32nd Haze 122nd year of Ascendancy at 23:46 see stats
By Beanzka the Shalore Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 17:30 see stats
By Beanzka the Shalore Adventurer level 15
32nd Haze 122nd year of Ascendancy at 23:46 see stats
By Beanzka the Shalore Adventurer level 19
77th Haze 122nd year of Ascendancy at 16:04 see stats
By Beanzka the Shalore Adventurer level 11
15th Haze 122nd year of Ascendancy at 06:46 see stats
By Beanzka the Shalore Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 18:56 see stats
By Beanzka the Shalore Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 18:56 see stats
Log
Beanzka deactivates Lacerating Strikes.
Beanzka deactivates Kinetic Shield.
Beanzka deactivates Contingency.
Beanzka deactivates Necrotic Aura.
Beanzka deactivates Inner Power.
Beanzka deactivates Wild Growth.
Beanzka deactivates Frostdusk.
Beanzka deactivates Phantasmal Shield.
Beanzka deactivates Overkill.
Beanzka deactivates Arcane Feed.
Beanzka deactivates Daunting Presence.
Beanzka deactivates Ice Core.
Beanzka deactivates Call Shadows.
Beanzka deactivates Beyond the Flesh.
Beanzka deactivates Thunderstorm.
The furious lightning storm around Beanzka calms down and disappears.
Beanzka deactivates Infestation.
Beanzka deactivates Blurred Mortality.
Beanzka deactivates Exploit Weakness.
Beanzka deactivates Will o' the Wisp.
Beanzka deactivates Adventure Friendly Fire Disabler.
Beanzka deactivates Icy Skin.
Beanzka deactivates Elemental Harmony.
Beanzka deactivates Mitosis.
Beanzka deactivates Gloom.
Beanzka deactivates Thermal Shield.
Beanzka deactivates Searing Sight.
Beanzka deactivates Hymn Nocturnalist.
Beanzka deactivates Corona.
Beanzka deactivates Feather Wind.