Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 Ashes of Urh'Rok 1.6.0Official 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:
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 Embers of Rage 1.6.0Official 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:
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Forbidden Cults 1.6.0Official 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 | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 30% |
Size | medium |
Lifes / Deaths | Killed by Akonadd the krog at level 36 on the 54th Pyre 123rd year of Ascendancy at 19:33 / 1 |
Primary Stats
Strength | 132.62397906045 (base 60) |
Dexterity | 74.247958120901 (base 60) |
Constitution | 109.2479581209 (base 60) |
Magic | 123.62397906045 (base 60) |
Willpower | 114 (base 60) |
Cunning | 104.2479581209 (base 60) |
Resources
Insanity | 0/100 |
Mana | 914/914 |
Equilibrium | 28 |
Negative | 197/197 |
Life | 2383/2383 |
Positive | 197/197 |
Stamina | 507/507 |
Soul | 25/25 |
Healing Factor | 1.033117370609 |
Regeneration | 30.07244650194 |
Speed
Mental | +7.3500000000041% |
Attack | +7.35% |
Movement | +143.81156032106% |
Spell | +7.3500000000041% |
Global | +150.97985495259% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 57 |
See Invisible | 78.247958120901 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 283 |
Accuracy | 88 |
Crit Chance | 50% |
APR | 16 |
Speed | 0.93 |
Offense: Spell
Spellpower | 114 |
Crit Chance | 38% |
Speed | 0.93153237074985 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 38% |
Speed | 0.93153237074988 |
Offense: Damage Bonus
Darkness | +31% |
Light | +13% |
Temporal | +22% |
Blight | +31% |
Physical | +5% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +45% |
Fire | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 87.620296311922 (100%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 63 |
Mental Save | 75 |
Defense: Resistances
Acid | + 85%( 85%) |
Blight | + 85%( 85%) |
Physical | + 85%( 85%) |
Cold | + 85%( 85%) |
All | + 96%( 85%) |
Lightning | + 85%( 85%) |
Light | + 85%( 85%) |
Temporal | + 85%( 85%) |
Mind | + 85%( 85%) |
Darkness | + 98%(102%) |
Fire | + 85%( 85%) |
Nature | + 85%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 83% |
Bleed Resistance | 100% |
Disarm Resistance | 0% |
Pinning Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Shadow magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Slow death | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Tentacles | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Gloom |
talent | Mitosis |
talent | Through The Crowd |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.6)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 86% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 9.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Linked to their horror ally gaining 38% all damage resistance. Shared Insanity |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+50% chance to avoid traps). Power 2+: -1 Luck, +12 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+20% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 55% if the increase would be enough to kill your opponent. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.6)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+43% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 9.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +38 Darkness Resistance, +17% Max Darkness Resistance, +21 See Invisible Power 2+: -1 Luck, +18 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 43% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 43% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Lisema the treant. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. Melinda died to a Yaech raiding party at the beach. | failed |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1309. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | blood-soaked pair of dwarven-steel boots of phasing (Shrouds) (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of phasing (Shrouds) (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +4 Fatigue +3% Curse of Shrouds Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | psychokinetic pouch of stralite shots of grasping (Shrouds) (20/20, 44.5-53.4 power, 5 apr) psychokinetic pouch of stralite shots of grasping (Shrouds) (20/20, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Psionic Power 44.5 - 53.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Ranged+ +25 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 377 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 377 physical damage Curse of Shrouds Shots are used with slings to pummel your foes to death. |
Light source | Light of Revelation (Shrouds) Light of Revelation (Shrouds)2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. Curse of Shrouds The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | Crown of Command (Misfortune) (3 def, 6 armour) Crown of Command (Misfortune) (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Curse of Misfortune Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | Bladed Rift (Madness) Bladed Rift (Madness)2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Curse of Madness Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | Arunik the voratun ring (Shrouds) Arunik the voratun ring (Shrouds)0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +3 Dex dps ---------- Phys.pwr +15 (+4 eff.) On Hit (Melee): * 23% chance to reduce armor by 0% ----- def ----- Armour +8 Defense +15 (+4 eff.) Resists +9% acid +6% physical +18% blight Die.at -91.56 life Blind- +44% ---------- misc Infravis +6 See.Stealth +22 See.Invis +22 Curse of Shrouds Rings can have magical properties. |
On fingers | pixie's stralite ring of luminosity (Misfortune) pixie's stralite ring of luminosity (Misfortune)0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +11 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 14 light Ranged+ 18 light Dmg.mod +13% light Curse of Misfortune Rings can have magical properties. |
Around waist | Sleetworm (Madness) Sleetworm (Madness)1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Spell.pwr +30 (+5 eff.) Against +30% Summoned ----- def ----- Resists +6% cold D.Red.from +15% Summoned Mind.save +6 (+1 eff.) Max.HP +69.00 ---------- misc Max.vim +10.00 Curse of Madness A belt that goes around your waist. |
In main hand | Brenihir the voratun longsword (Corpses) (56.5-79.1 power, 6 apr) Brenihir the voratun longsword (Corpses) (56.5-79.1 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 56.5 - 79.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +71 fire While equipped: Stats +1 Dex +16 Wil +13 Con dps ---------- Phys.crit +1.0% All.spd +11% Res.pen +25% fire Melee Ret 6 physical ----- def ----- Defense +25 (+6 eff.) Resists +6% nature +3% fire Max.HP +68.00 Curse of Corpses Sharp, long, and deadly. |
On hands | stone warden's voratun gauntlets (Shrouds) (0 def, 8 armour) stone warden's voratun gauntlets (Shrouds) (0 def, 8 armour)1.5 T4 hands armor [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +8 Hardiness +11% Fatigue +5% Resists +9% physical Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Revenant (Shrouds) (8 def, 20 armour) Revenant (Shrouds) (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +0% Pinning- +80% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. Curse of Shrouds The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | marshal's cashmere cloak of fog (Misfortune) (9 def, 0 armour) marshal's cashmere cloak of fog (Misfortune) (9 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Defense +9 (+3 eff.) Resists +15% light +10% fire Phys.save +6 (+2 eff.) Stealth +8 Max.HP +50.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | voratun amulet 'Shimmerradiance' (Madness) voratun amulet 'Shimmerradiance' (Madness)0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind +12% temporal Res.pen +20% cold Melee Ret 11 temporal On Hit (Melee): * 23% chance to reduce all saves and defense by 0 ----- def ----- Resists +12% lightning +17% temporal ---------- misc Masteries +0.40 Chronomancy/Threaded Combat +0.40 Spell/Shades Curse of Madness Amulets can have magical properties. |
Inventory
The Black Ring (Shrouds) The Black Ring (Shrouds)0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. Curse of Shrouds "An innocuous bauble. Until you look through the hole." |
Vargh Redemption (Madness) Vargh Redemption (Madness)0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Curse of Madness Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.24 cold and 22.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
voratun ring of misery (Corpses) voratun ring of misery (Corpses)0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 26 physical Ranged+ 27 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 0 On Hit (Ranged): * 18% chance to reduce all saves and defense by 0 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Curse of Corpses Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
The Gaping Maw (Madness) (72-108 power, 4 apr) The Gaping Maw (Madness) (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 Curse of Madness This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Dethblyd (Nightmares) (70-112 power, 18 apr) Dethblyd (Nightmares) (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 40% Wil, 10% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Nightmares Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Latafayn (Madness) (68-108.8 power, 5 apr) Latafayn (Madness) (68-108.8 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Madness Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
2 agate 2 agate0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
342 alchemist agate (Misfortune) 342 alchemist agate (Misfortune)0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 80 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Telos's Staff Crystal Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
2 fire opal 2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
citrine 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. |
2 zircon 2 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. |
Achievements
By MindBlayde the Lich Adventurer level 42
72nd Pyre 123rd year of Ascendancy at 03:14 see stats
By MindBlayde the Yeek Adventurer level 34
63rd Regrowth 123rd year of Ascendancy at 13:32 see stats
By MindBlayde the Lich Adventurer level 42
63rd Pyre 123rd year of Ascendancy at 20:45 see stats
By MindBlayde the Lich Adventurer level 36
57th Pyre 123rd year of Ascendancy at 10:26 see stats
By MindBlayde the Lich Adventurer level 36
57th Pyre 123rd year of Ascendancy at 07:34 see stats
By MindBlayde the Yeek Adventurer level 23
62nd Dusk 122nd year of Ascendancy at 18:17 see stats
By MindBlayde the Yeek Adventurer level 34
39th Pyre 123rd year of Ascendancy at 12:36 see stats
By MindBlayde the Yeek Adventurer level 24
78th Haze 122nd year of Ascendancy at 23:12 see stats
By MindBlayde the Yeek Adventurer level 21
39th Dusk 122nd year of Ascendancy at 00:39 see stats
By MindBlayde the Yeek Adventurer level 34
63rd Regrowth 123rd year of Ascendancy at 14:01 see stats
By MindBlayde the Yeek Adventurer level 32
60th Regrowth 123rd year of Ascendancy at 22:28 see stats
By MindBlayde the Yeek Adventurer level 10
5th Mirth 122nd year of Ascendancy at 06:34 see stats
By MindBlayde the Yeek Adventurer level 20
34th Dusk 122nd year of Ascendancy at 02:32 see stats
By MindBlayde the Yeek Adventurer level 30
53rd Regrowth 123rd year of Ascendancy at 02:38 see stats
By MindBlayde the Lich Adventurer level 40
62nd Pyre 123rd year of Ascendancy at 09:50 see stats
By MindBlayde the Lich Adventurer level 50
80th Haze 123rd year of Ascendancy at 07:28 see stats
By MindBlayde the Yeek Adventurer level 36
54th Pyre 123rd year of Ascendancy at 19:33 see stats
By MindBlayde the Lich Adventurer level 43
17th Dusk 123rd year of Ascendancy at 11:35 see stats
By MindBlayde the Yeek Adventurer level 18
25th Dusk 122nd year of Ascendancy at 06:18 see stats
By MindBlayde the Yeek Adventurer level 29
29th Regrowth 123rd year of Ascendancy at 13:13 see stats
By MindBlayde the Yeek Adventurer level 25
13rd Regrowth 123rd year of Ascendancy at 00:03 see stats
By MindBlayde the Yeek Adventurer level 16
7th Mirth 122nd year of Ascendancy at 14:10 see stats
By MindBlayde the Lich Adventurer level 44
18th Dusk 123rd year of Ascendancy at 17:18 see stats
By MindBlayde the Yeek Adventurer level 24
67th Haze 122nd year of Ascendancy at 23:22 see stats
By MindBlayde the Yeek Adventurer level 13
6th Mirth 122nd year of Ascendancy at 10:56 see stats
By MindBlayde the Yeek Adventurer level 34
63rd Regrowth 123rd year of Ascendancy at 13:32 see stats
By MindBlayde the Yeek Adventurer level 29
53rd Regrowth 123rd year of Ascendancy at 01:43 see stats
By MindBlayde the Yeek Adventurer level 18
32nd Dusk 122nd year of Ascendancy at 14:01 see stats
By MindBlayde the Yeek Adventurer level 21
44th Dusk 122nd year of Ascendancy at 11:14 see stats
By MindBlayde the Yeek Adventurer level 14
6th Mirth 122nd year of Ascendancy at 23:14 see stats
By MindBlayde the Lich Adventurer level 41
63rd Pyre 123rd year of Ascendancy at 13:23 see stats
By MindBlayde the Lich Adventurer level 49
79th Haze 123rd year of Ascendancy at 23:07 see stats
Log
MindBlayde links closer to his ally!
Worm that walks (servant of MindBlayde) links closer to his ally!
Worm that walks (servant of MindBlayde) no longer seems to be in sync with his ally.
MindBlayde no longer seems to be in sync with his ally.
There is an exit to reality here (press '' or right click to use).
Ran for 140 turns (stop reason: at exit).
MindBlayde links closer to his ally!
There is an exit to reality here (press '' or right click to use).
You gain 25.00 gold from the transmogrification of Gloralewyn the stralite shield (Misfortune) (0 def, 8 armour, 183.04211490264 block).
You gain 5.93 gold from the transmogrification of enlightening stralite plate armour of acid resistance (Madness) (0 def, 13 armour).
You gain 5.03 gold from the transmogrification of hardened stralite mail armour (Shrouds) (4 def, 15 armour).
You gain 4.74 gold from the transmogrification of starseer's cashmere wizard hat (Madness) (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Yaldan Baoth (Madness) (0 def, 10 armour).
You gain 13.50 gold from the transmogrification of Helm of Knowledge (Misfortune) (0 def, 12 armour).
You gain 25.00 gold from the transmogrification of Xeraldana the Quenchswift (Misfortune) (10 def, 2 armour).
You gain 6.17 gold from the transmogrification of penetrating cured leather sling of piercing (Misfortune).
You gain 25.00 gold from the transmogrification of Toridas the steel longsword (Madness) (14.5-20.3 power, 3 apr).
You gain 25.00 gold from the transmogrification of Islamina (Misfortune) (22-35.2 power, 2 apr).
You gain 25.00 gold from the transmogrification of stralite greatmaul 'Snowrain' (Nightmares) (56.5-84.75 power, 7 apr).
You gain 25.00 gold from the transmogrification of Eksatin's Ultimatum (Shrouds) (63-94.5 power, 25 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
MindBlayde deactivates Mitosis.
MindBlayde deactivates Through The Crowd.
MindBlayde deactivates Gloom.
MindBlayde deactivates Psiblades.
Worm that walks (servant of MindBlayde) deactivates Through The Crowd.
Worm that walks (servant of MindBlayde) deactivates Worm that Walks Link.