











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. Merchant on the Map 1.6.0Places 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. Ignore Race/Class Locks 1.1.0Modifies 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: 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 1.6.7In 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 1.6.7Official 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 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.6.0Donators/Buyers bonus! Cloak Reminder 1.3.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Plot Disarming 1.5.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.6.7Official 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 1.6.0This 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 1.6.6This 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Forbidden Cults 1.6.7Official 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 | Normal Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 14 / 43% |
| Size | big |
| Lifes / Deaths | Killed by grizzly bear at level 1 on the 76th Pyre 122nd year of Ascendancy at 06:53 / 6Killed by skeleton magus at level 3 on the 77th Pyre 122nd year of Ascendancy at 09:25 Killed by Urgkiroz the Bringer of Doom at level 13 on the 19th Haze 122nd year of Ascendancy at 23:41 Killed by worm that walks (servant of Coward) at level 13 on the 20th Haze 122nd year of Ascendancy at 00:29 Killed by Urgkiroz the Bringer of Doom at level 13 on the 20th Haze 122nd year of Ascendancy at 01:32 Killed by worm that walks (servant of Coward) at level 14 on the 20th Haze 122nd year of Ascendancy at 02:26 |
Primary Stats
| Strength | 38 (base 28) |
| Dexterity | 9 (base 10) |
| Constitution | 17 (base 13) |
| Magic | 50 (base 40) |
| Willpower | 11 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 562/562 |
| Insanity | 0/100 |
| Healing Factor | 1.1661497326203 |
| Regeneration | 9.9705802139035 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.609950326513% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 19.365639880936 |
| See Invisible | 25.365639880936 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 38 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Blight | +18% |
| Arcane | +3% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 31 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 5%( 70%) |
| Temporal | + 8%( 70%) |
| Lightning | + 5%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Stun Resistance | 58% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 214 damage for 3 turns. Its effects scale with your Strength 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 |
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 to destroy the Worm's neural spine. | active |
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 |
Equipment
| On feet | grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 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 | Boltquench the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% cold Crit.dmg- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Vorytha the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% physical Acc +15 (+5 eff.) ----- def ----- Defense +15 (+7 eff.) Fatigue -4% Resists +3% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.enc +22 Rings can have magical properties. |
| On fingers | psionicist's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+3 eff.) Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | iron mace of erosion (13-18.2 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature Blunt and deadly. |
| On hands | umbral rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 darkness Dmg.mod +3% arcane +4% darkness ----- def ----- Armour +1 Resists +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide cured leather armour of command (11 def, 8 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +11 (+5 eff.) Fatigue +7% Mind.save +10 (+5 eff.) Max.HP +32.00 HP.reg +4.30 Heal.mod +11% A suit of armour made of leather. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cyrorin0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Fatigue -4% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +11 (+5 eff.) HP.reg +2.00 Blind- +15% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets can have magical properties. |
Inventory
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +25% Amulets can have magical properties. |
starlit copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% light +10% darkness Blind- +22% Amulets can have magical properties. |
marksman's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% fire Acc +6 (+2 eff.) ----- def ----- Resists +20% fire Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
impenetrable iron mail armour of cold resistance (2 def, 10 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Stealth +5 Max.HP +30.00 A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Merodig' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% ----- def ----- Armour +1 Fatigue -5% Resists +1% physical Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Stam/turn +1.00 Infravis +1 A pair of boots made of leather. |
grounding pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +4% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid 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. |
brawler's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -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. |
Squalordeath (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +3% fire Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
Xossra the iron helm (0 def, 5 armour)3.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +5% cold Die.at -20.00 life ---------- misc Stam/turn +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
7 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. |
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. |
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. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Coward the Ogre Writhing One level 13
20th Haze 122nd year of Ascendancy at 02:07 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Coward the Ogre Writhing One level 10
9th Mirth 122nd year of Ascendancy at 08:32 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Coward the Ogre Writhing One level 6
79th Pyre 122nd year of Ascendancy at 03:41 see stats
Log
You gain 1.00 gold from the transmogrification of acidic steel waraxe (13.5-18.9 power, 3 apr).
You gain 2.67 gold from the transmogrification of arcing iron waraxe of vileness (11.5-16.1 power, 2 apr).
You gain 2.00 gold from the transmogrification of steel mace of phasing (13-18.2 power, 11 apr).
You gain 3.54 gold from the transmogrification of flaming steel mace of the mystic (16-22.4 power, 3 apr).
You gain 3.64 gold from the transmogrification of balanced steel greatsword of massacre (30-48 power, 2 apr).
You gain 10.61 gold from the transmogrification of steel battleaxe 'Prismwake' (18-27 power, 2 apr).
You gain 4.22 gold from the transmogrification of short ash vilestaff of illumination (15-18 power, 3 apr, darkness element).
You gain 1.25 gold from the transmogrification of shielding rune (absorb 84; dur 4; cd 17).
You gain 1.29 gold from the transmogrification of acid wave rune (damage 59; dur 4; cd 17).
You gain 1.15 gold from the transmogrification of healing infusion of the duelist (heal 72; cd 11).
There is a ladder to the previous level here (press '' or right click to use).
Character control switched to worm that walks (servant of Coward).
New shimmer option unlocked: steel waraxe
Worm that walks (servant of Coward) wears (replacing acidic iron waraxe (11-15.4 power, 2 apr)): acidic steel waraxe of vileness (12.5-17.5 power, 3 apr).
Your summoned carrion worm mass disappears.
Your summoned carrion worm mass disappears.
Your summoned carrion worm mass disappears.
Your summoned carrion worm mass disappears.
You give acidic iron waraxe (11-15.4 power, 2 apr) to Coward.
Character control switched to Coward.
You gain 0.75 gold from the transmogrification of acidic iron waraxe (11-15.4 power, 2 apr).
Coward deactivates Chant of Fortitude.
Coward deactivates Chaos Orbs.
Worm that walks (servant of Coward) deactivates Worm that Walks Link.
Worm that walks (servant of Coward) deactivates Infestation.
Worm that walks (servant of Coward) deactivates Ruin.











































































