











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official 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 Adventure |
| Sex | Male |
| Race | Drem |
| Class | Demonologist |
| Level / Exp | 14 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinunor the skeleton warrior at level 11 on the 13rd Profit 122nd year of Ascendancy at 00:46 3 / 2Killed by Betoriatira the bloated horror at level 14 on the 20th Profit 122nd year of Ascendancy at 23:45 |
Primary Stats
| Strength | 45 (base 38) |
| Dexterity | 16 (base 10) |
| Constitution | 17 (base 12) |
| Magic | 30 (base 28) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 417/417 |
| Stamina | 170/170 |
| Vim | 179/179 |
| Healing Factor | 1.062941519274 |
| Regeneration | 2.3916184183664 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 47 |
| Crit Chance | 5% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Mind | +9% |
| Nature | +3% |
| Darkness | +9% |
| Physical | +3% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +12% |
| Cold | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 19 |
| Physical Save | 31 |
| Spell Save | 15 |
| Mental Save | 9 |
Defense: Resistances
| Lightning | + 11%( 70%) |
| Cold | + 29%( 70%) |
| Nature | + 6%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 24%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 125 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Islaritta the copperhead snake. Escort: repented thief (level 3 of Norgos Lair) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Unlighthack' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 15 * 10% chance to slow global speed by 40% * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ravensweep the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% physical Melee Ret 2 physical 4 fire ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Offalguile the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +2 Con dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature Res.pen +5% physical Acc +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Zanutodan the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Phys.pwr +10 (+4 eff.) Dmg.mod +3% physical ----- def ----- Armour +1 Defense +5 (+5 eff.) Fatigue +1% Crit.chn- 15.00% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Glyvea [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+4 eff.) ---------- misc Stam/turn +3.00 Max.stam +10.00 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 105 Armor: 3 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 0.1 T1 ring jewelry [Normal] While equipped: ---------- misc Vim/ret +2.00 Rings make your fingers look great! |
| On fingers | marksman's copper ring of arcana (+0.13/turn) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +22% ---------- misc Mana/turn +0.13 Vim/ret +2.00 Rings make your fingers look great! |
| Around neck | grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Cyromith the stralite mace (146% power, 18 apr) 3.0 T4 mace 1H weapon [Random Unique] Arcane Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +18 Crit +2.5% Atk.spd 100% Phasing +11% Melee+ +9 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 15 * Create an explosion dealing 41 acid damage (1/turn) While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +16% acid Res.pen +12% acid Apr +2 ----- def ----- Resists +3% physical ---------- misc Talents +2 Flame Bolts Blunt and deadly. |
| Around waist | rough leather belt 'Glacierschism'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% cold Res.pen +5% cold Melee Ret 2 cold ----- def ----- Resists +6% nature +6% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | exposing steel shield of cold resistance (+18%) (0 def, 4 armour, 104% power, 40.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 105% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 15 On Melee Ret: * 14% chance to reduce all saves and defense by 15 ----- def ----- Armour +4 Fatigue +8% Resists +18% blight +17% cold +18% physical +18% fire Dmg.red +8 blight +8 fire +8 physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Voruth (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical ---------- misc Talents +2 Fiery Cleansing Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 31.46 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
elemental iron waraxe of daylight (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +6% Undead On Hit: * Create an explosion dealing 41 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +6% cold ----- def ----- Resists +10% blight One-handed war axes. It was hardened by the digestive sack. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+10 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
53 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
demon seed [wretchling] (17, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (16, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (17, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +19% acid +19% darkness +19% blight Dmg.red +9 acid +9 darkness +9 blight Demon status: alive (100% life). The seed of a demon. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Arkov the Drem Demonologist level 11
3rd Acquisition 122nd year of Ascendancy at 19:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Arkov the Drem Demonologist level 10
28th Voratun 122nd year of Ascendancy at 07:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Arkov the Drem Demonologist level 8
24th Voratun 122nd year of Ascendancy at 02:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Arkov the Drem Demonologist level 11
10th Profit 122nd year of Ascendancy at 08:07 see stats
Log
Arkov misses Something.
Betoriatira the bloated horror is not dazed anymore.
Thought-forged warrior's is vulnerable to attacks and effects!
Betoriatira the bloated horror receives 1 healing (1 psi heal).
Thought-forged warrior receives 5 healing.
Thought-forged warrior hits Arkov for (8 flat reduction), (21 absorbed), 0 physical, (5 absorbed), 0 nature (0 total damage).
Melee retaliation hits Thought-forged warrior for 2 physical, 4 fire, 2 cold (8 total damage).
Black Blood Bleeding from Arkov hits Thought-forged warrior for 21 darkness damage.
Arkov uses Assault.
Arkov misses Something.
Arkov loses sight!
Your shield crumbles under the damage!
The shield around Arkov crumbles.
Betoriatira the bloated horror receives 1 healing (1 psi heal).
Thought-forged warrior receives 5 healing.
Thought-forged warrior hits Arkov for (8 flat reduction), (12 absorbed), 0 physical, (5 absorbed), 0 nature (0 total damage).
Something hits Something for 168 light damage.
Something hits Something for (115 absorbed), 0 light (0 total damage).
Something hits Arkov for (8 absorbed), (19 turned into osmosis), 140 light (140 total damage).
Melee retaliation hits Thought-forged warrior for 2 physical, 4 fire, 2 cold (8 total damage).
Black Blood Bleeding from Arkov hits Thought-forged warrior for 18 darkness damage.
Something hits Arkov for (19 turned into osmosis), 170 mind (170 total damage).
Arkov the level 14 drem demonologist was mentally tortured to death by Betoriatira the bloated horror on level 3 of Scintillating Caves.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Arkov!
Saving game...
Saving done.
















































































