











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Exponential Leveling 1.7.4Exponential 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
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Showing Items Tier in Inventory 1.7.2This 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 Items Vault 1.7.6Donators/Buyers bonus! 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 18 / 63% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 61 (base 46) |
Dexterity | 32 (base 16) |
Constitution | 61 (base 46) |
Magic | 18 (base 19) |
Willpower | 16 (base 10) |
Cunning | 25 (base 14) |
Resources
Life | 873/873 |
Mana | 376/376 |
Stamina | 240/240 |
Vim | 372/372 |
Healing Factor | 1.4349470706755 |
Regeneration | 38.864374858983 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.55591699034% |
Vision
Sight | 15 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 32 |
Accuracy | 58 |
Crit Chance | 59% |
APR | 21 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +10% |
Cold | +12% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +5% |
Light | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 58.402401125071 (74.217888169488%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 74 |
Spell Save | 62 |
Mental Save | 36 |
Defense: Resistances
Acid | + 31%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 35%( 70%) |
All | + 19%( 70%) |
Lightning | + 42%( 70%) |
Light | + 53%( 70%) |
Temporal | + 23%( 70%) |
Fire | + 35%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Stun Resistance | 76% |
Blind Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 76% |
Inscriptions (3/3)
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) Won't Break Stealth: 100% 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 / Artifice | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Bone | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Plague | 1.20 |
| 3 |
| 0 |
| 0 |
| 0 |
Technique / Two-handed assault | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Warcries | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Called Shots | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Slaughter | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Sanguisuge | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Berserker's strength | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Stealth | 1.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Cursed / Rampage | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Bloodthirst | 1.20 |
| 3 |
| 0 |
| 0 |
| 0 |
Technique / Two-handed weapons | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Eradication | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Agility | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Archery excellence | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Dirty fighting | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Gloom | 1.20 |
| 1 |
| 0 |
| 0 |
| 0 |
Corruption / Blood | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Finishing moves | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Age of dusk | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Blight | 1.20 |
| 3 |
| 0 |
| 0 |
| 0 |
Technique / Grappling | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Reflexes | 1.20 |
| 1 |
| 1 |
| 0 |
| 0 |
Cursed / Fears | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Combat veteran | 1.30 |
| 1 |
| 5 |
| 1 |
| 0 |
Cunning / Shadow magic | 2.40 |
| 7 |
| 3 |
| 0 |
| 0 |
Cursed / One with shadows | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Vim | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Throwing knives | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Deeprock | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Tireless Combatant | 1.20 |
| 3 |
| 1 |
| 2 |
| 1 |
Technique / Assassination | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Darkness | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Trapping | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Scourge | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Combat techniques | 1.30 |
| 3 |
| 0 |
| 0 |
| 0 |
Cursed / Predator | 1.20 |
| 1 |
| 1 |
| 1 |
| 0 |
Cursed / Strife | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Endless hunt | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Pugilism | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Shadowflame | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Shadows | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Punishments | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Superiority | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Shield offense | 1.30 |
| 1 |
| 1 |
| 0 |
| 0 |
Technique / Duelist | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Ambush | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Magical combat | 1.20 |
| 1 |
| 4 |
| 6 |
| 2 |
Technique / Battle tactics | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Reaving combat | 2.40 |
| 1 |
| 3 |
| 2 |
| 3 |
Corruption / Rot | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Shield defense | 2.50 |
| 9 |
| 1 |
| 9 |
| 0 |
Technique / Dual techniques | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Poisons | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Dual weapons | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Advanced shadowmancy | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Dwarven nature | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Unarmed discipline | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Force of will | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Vile life | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Spectre | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Wild-gift / Harmony | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Torment | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Thuggery | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Race / Dwarf | 1.20 |
| 1 |
| 6 |
| 3 |
| 0 |
Wild-gift / Call of the wild | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Field control | 1.20 |
| 0 |
| 0 |
Corruption / Hexes | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Survival | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Unarmed training | 1.20 |
| 1 |
| 1 |
| 0 |
| 0 |
Technique / Combat training | 1.70 |
| 5 |
| 2 |
| 2 |
| 5 |
| 8 |
| 0 |
Cursed / Cursed aura | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Conditioning | 2.10 |
| 5 |
| 5 |
| 5 |
| 0 |
Technique / Mobility | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Scoundrel | 2.40 |
| 3 |
| 2 |
| 0 |
| 0 |
Cursed / Dark sustenance | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Spell / Necrosis | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Race / Higher | 1.20 |
| 1 |
| 6 |
| 3 |
| 0 |
Technique / Acrobatics | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Gestures | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Curses | 1.20 |
| 0 |
| 0 |
| 0 |
| 0 |
Cunning / Lethality | 2.40 |
| 7 |
| 0 |
| 0 |
| 0 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Savage Hunter |
talent | Daunting Presence |
talent | Apply Poison |
talent | Shield Wall |
talent | Gloom |
talent | Pace Yourself |
Quests
You failed to protect the injured seer from death by bloated horror. Escort: injured seer (level 2 of Infested Ruins) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +1 Wil Changes resistances: +6% lightning / +6% temporal Changes damage: +3% lightning Reduces incoming crit damage: 10.00% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +1 Cun / +1 Con Changes resistances: +3% cold Changes damage: +12% cold Physical save: +10 (+3 eff.) A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances: +6% light Changes resistances penetration: +5% darkness / +5% light / +20% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
In main hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% cold / +3% nature Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 cold Changes resistances: +6% light / +11% cold Changes resistances penetration: +5% light / +5% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% acid Changes resistances penetration: +5% darkness Critical mult.: +5.00% Stamina each turn: +2.00 A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 cold, 5 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +1% physical Changes damage: +12% fire Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum psi: +10.00 Rings make your fingers look great! |
![]() Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 41% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 acid Damage (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Massive two-handed battleaxes. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Changes resistances: +3% darkness Changes resistances penetration: +7% physical / +5% all Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage Damage (Melee): +7 cold When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +6% nature Changes resistances penetration: +10% physical Changes damage: +6% nature Massive two-handed swords. |
![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 15 Damage (Melee): +5 mind When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Cun / +2 Wil Changes resistances: +2% physical Stamina each turn: +2.00 Sharp, long, and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Damage (Melee): +11 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +5% mind / +5% physical Mental save: +15 (+6 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 2 blight Changes damage: +3% blight Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Blunt and deadly. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +8 light When wielded/worn: Damage (Melee): 5 physical / 10 mind / 8 darkness Changes resistances: +7% physical Changes resistances penetration: +6% physical Changes damage: +6% mind / +6% physical / +6% darkness / +9% nature Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes resistances: +6% darkness Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +23.00% Reduces incoming crit damage: 5.00% Physical save: +2 (+1 eff.) Disarm immunity: +20% Spellpower: +6 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +5 Changes stats: +1 Str / +1 Dex / +1 Mag Changes resistances penetration: +7% physical Changes damage: +5% physical See invisible: +15 One-handed war axes. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 17 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +6 blight When wielded/worn: Physical crit. chance: +5.0% Disease immunity: +11% One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce armor by 27% Damage when hit (Melee): 2 fire Changes resistances: +3% acid / +3% lightning Changes resistances penetration: +10% acid Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +6% fire Changes resistances penetration: +10% nature / +20% fire Changes damage: +3% mind A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +16% Summoned Physical save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 2 light Changes stats: +1 Dex / +1 Wil / +4 Cun Spell save: +6 (+2 eff.) See invisible: +12 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +3 Physical power: +5 (+2 eff.) Armour: +4 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +10% acid Physical save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +3 (+1 eff.) Changes stats: +1 Dex / +1 Mag / +2 Wil / +2 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% blight / +5% arcane / +12% mind Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 33.33 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.36 to 82.07 lightning damage (54.71 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% light Changes damage: +3% fire Physical save: +3 (+1 eff.) Light radius: +3 A cap made of leather. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Mag Changes resistances: +3% light Changes damage: +12% light Maximum life: +40.00 Light radius: +4 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +20% darkness Changes damage: +3% darkness / +3% temporal Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +2% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DBRAWL the Dwarf Bulwark level 8
22nd Voratun 122nd year of Ascendancy at 06:55 see stats
By DBRAWL the Dwarf Bulwark level 10
2nd Shortage 122nd year of Ascendancy at 19:45 see stats
By DBRAWL the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 03:42 see stats
By DBRAWL the Dwarf Bulwark level 8
22nd Voratun 122nd year of Ascendancy at 06:55 see stats
By DBRAWL the Dwarf Bulwark level 7
20th Voratun 122nd year of Ascendancy at 02:01 see stats
Log
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
DBRAWL deactivates Arcane Feed.
DBRAWL activates Arcane Feed.
DBRAWL deactivates Shadow Combat.
DBRAWL activates Shadow Combat.
DBRAWL deactivates Savage Hunter.
DBRAWL activates Savage Hunter.
DBRAWL deactivates Daunting Presence.
DBRAWL activates Daunting Presence.
DBRAWL deactivates Apply Poison.
DBRAWL activates Apply Poison.
DBRAWL deactivates Shield Wall.
DBRAWL activates Shield Wall.
DBRAWL deactivates Gloom.
DBRAWL activates Gloom.
DBRAWL deactivates Pace Yourself.
DBRAWL activates Pace Yourself.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Today is the 24th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 25th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 26th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Saving game...
Saving done.