











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 31 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Poliba the skeleton archer at level 30 on the 27th Steel 123rd year of Ascendancy at 01:44 4 / 3Killed by Subject Z at level 31 on the 28th Steel 123rd year of Ascendancy at 03:48 Killed by DREMMY DING DONG at level 31 on the 28th Steel 123rd year of Ascendancy at 03:52 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 71 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 62 (base 53) |
Resources
| Life | 955/955 |
| Mana | 348/348 |
| Insanity | 98/100 |
| Healing Factor | 0.9545771506545 |
| Regeneration | 4.0569528902816 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 41.154681673803 |
| See Invisible | 41.154681673803 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 45 |
| Crit Chance | 21% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Nature | +3% |
| Darkness | +110% |
| Blight | +12% |
| Arcane | +36% |
| Cold | +38% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Temporal | +23% |
| Blight | +10% |
| Darkness | +62% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (35.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 25 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Darkness | + 56%( 70%) |
| Temporal | + 34%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 17%( 70%) |
| Fire | + 15%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 62% |
Inscriptions (4/4)
| 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 436 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 5 times. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% 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 Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.19 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.49 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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. | 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 focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Gydavea' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Wil +3 Cun +2 Con dps ---------- Spell.crit +3% Dmg.mod +12% acid Res.pen +5% acid +13% temporal +12% darkness On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +4 Fatigue +3% Resists +3% acid +19% temporal +10% darkness Phys.save +14 (+7 eff.) Mind.save +15 (+5 eff.) Def/telep +12 Res/telep +16% Dur/telep +22% ---------- misc Mana/turn +0.22 Max.mana +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Festeroblivion2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Defense +20 (+7 eff.) Max.HP +60.00 Confus- +20% ---------- 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 | Woetouch (30 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Armour +9 Defense +30 (+10 eff.) Fatigue +5% Die.at -60.00 life Max.HP +40.00 Stun/Frz- +20% ---------- misc Stam/ret +0.90 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Hettemas [power 206] (12/17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +6 Dmg.mod +12% arcane Res.pen +10% temporal ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Nodegund the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +7 (+2 eff.) ----- def ----- Fatigue -4% Resists +9% blight +6% temporal Mind.save +7 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In main hand | ash bonestaff 'Bleaksweep' (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +33% darkness Res.pen +15% darkness +15% mind Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 36% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 17 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.50 mind and 24.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.50 mind and 5.26 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 4.50 mind and 9.46 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Main armor | Demonvengeance the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +24% arcane Res.pen +20% darkness +10% blight Melee Ret 8 darkness ----- def ----- Resists +12% blight +5% arcane +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ashwire (6 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +6 (+2 eff.) Resists +3% fire Phys.save +9 (+5 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life Max.HP +40.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fograptor the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% darkness +18% cold On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Masteries +0.19 Demented/Beyond sanity +0.19 Spell/Staff combat Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 448%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 494%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 494% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 15%; magical, physical; dur 4; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 746% over 10 turns; mana 37; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 746% for 10 turns (16 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 39; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 107; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 263; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Aeriyavea0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% arcane +20% temporal Melee Ret 8 arcane 4 temporal ----- def ----- Resists +5% arcane +3% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.22 Cunning/Survival +0.22 Demented/Horrific body Amulets make your neck look great! |
Blazeterror0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Resists +3% light +9% acid ---------- misc Light +1 Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Glorekira the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Mag +6 Wil +3 Con dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +9% acid Res.pen +5% arcane Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +8 Spell.save +10 (+5 eff.) ---------- misc Max.stam +18.00 Rings make your fingers look great! |
Mayita the Sunresolve (41-62 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 41.0 - 61.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 lightning While equipped: Stats +3 Str +5 Dex +4 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +12% light ---------- misc Light +3 Massive two-handed mauls. |
elemental steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 14.5 - 20.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +14% cold Sharp, long, and deadly. |
inquisitor's steel waraxe of projection (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Disrupt/Psionic Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Deals 47 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
vined mindstar 'Arthukhad' (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 6 darkness Dmg.mod +5% mind +4% darkness Res.pen +10% arcane +15% physical Phasing +30% ----- def ----- Die.at -20.00 life ---------- misc Mana/s.crit +1.00 Max.mana +60.00 Max.vim +20.00 Talents +1 Attune Mindstar 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. |
Beteriawyn (12 def, 8 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +3% mind Res.pen +10% blight Melee Ret 6 mind 4 blight ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +8% Resists +22% temporal Max.HP +36.00 HP.reg +5.60 Heal.mod +13% A suit of armour made of leather. |
Salena (12 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +12% Resists +19% lightning +15% mind +12% acid A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 41 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 20.07 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
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. |
linen cloak 'Jetbringer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% darkness Res.pen +15% mind +5% temporal On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +1 (+0 eff.) ---------- misc Hate/m.crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coalarc (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
Branaharachik the Sleetoblivion (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% cold +10% physical On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duathelrock (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +6 Melee+ 6 nature Dmg.mod +4% nature +9% darkness Res.pen +5% cold ----- def ----- Armour +1 Resists +6% nature ---------- misc Mana/s.crit +2.00 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. |
Eclipsehacker (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +3% nature +9% darkness Res.pen +10% darkness +20% acid Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +3% darkness Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +24% 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. |
rough leather gloves 'Glinthack' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% light Acc +11 (+4 eff.) Melee Ret 6 light ----- def ----- Armour +1 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. |
Zanidan (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Crit.chn- 5.00% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +13.00 Light +2 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. |
Samasahir the Thundersun (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +4 Cun dps ---------- Dmg.mod +3% lightning Apr +5 ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+2 eff.) A cap made of leather. |
Scaldkiller (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 cold ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +9% temporal +5% arcane Die.at -80.00 life A pointy cloth hat, very wizardly... |
Yvubreda the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Res.pen +10% mind Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 Breathe water A cap made of leather. |
stabilizing rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
3 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. |
6 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. |
9 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. |
11 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. |
6 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. |
7 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
2 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. |
2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
357 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Hotir the Pustitan2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Skypunish the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10% chance to slow global speed by 45% * 20 arcane resource burn ----- def ----- Resists +3% lightning +9% fire Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Umbraorder'2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shockrazor (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +5% lightning Melee Ret 6 mind ----- def ----- Resists +11% nature +15% acid Max.HP +20.00 Silence- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Stormtyphoon [power 150] (12/13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% mind +20% lightning Melee Ret 2 mind Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
Bilenigh [power 122] (12/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Apr +1 On Hit (Melee): * 20% chance to slow global speed by 45% * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +3% nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (12/21 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 206 Base Damage: 100 Armor: 2 All Resist: 0 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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? |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By DREMMY DING DONG the Drem Writhing One level 26
12nd Iron 123rd year of Ascendancy at 21:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DREMMY DING DONG the Drem Writhing One level 9
15th Profit 122nd year of Ascendancy at 03:59 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By DREMMY DING DONG the Drem Writhing One level 27
16th Steel 123rd year of Ascendancy at 04:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DREMMY DING DONG the Drem Writhing One level 22
2nd Iron 123rd year of Ascendancy at 13:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By DREMMY DING DONG the Drem Writhing One level 24
7th Iron 123rd year of Ascendancy at 05:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DREMMY DING DONG the Drem Writhing One level 10
14th Dearth 122nd year of Ascendancy at 14:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DREMMY DING DONG the Drem Writhing One level 20
2nd Shortage 122nd year of Ascendancy at 23:34 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By DREMMY DING DONG the Drem Writhing One level 30
23rd Steel 123rd year of Ascendancy at 11:21 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By DREMMY DING DONG the Drem Writhing One level 26
19th Iron 123rd year of Ascendancy at 18:19 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By DREMMY DING DONG the Drem Writhing One level 25
11st Iron 123rd year of Ascendancy at 09:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By DREMMY DING DONG the Drem Writhing One level 18
21st Loss 122nd year of Ascendancy at 09:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DREMMY DING DONG the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 11:38 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DREMMY DING DONG the Drem Writhing One level 26
22nd Iron 123rd year of Ascendancy at 09:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DREMMY DING DONG the Drem Writhing One level 14
30th Dearth 122nd year of Ascendancy at 03:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DREMMY DING DONG the Drem Writhing One level 22
8th Shortage 122nd year of Ascendancy at 17:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DREMMY DING DONG the Drem Writhing One level 15
40th Dearth 122nd year of Ascendancy at 22:04 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By DREMMY DING DONG the Drem Writhing One level 31
28th Steel 123rd year of Ascendancy at 03:52 see stats
Log
The shield around DREMMY DING DONG crumbles.
DREMMY DING DONG is pinned to the ground.
Subject Z hits DREMMY DING DONG for (67 absorbed), 0 physical, (4 absorbed), 0 darkness, (29 absorbed), 0 darkness, (63 absorbed), 0 physical, (29 absorbed), 0 darkness, (14 absorbed), 81 physical, 4 darkness, 30 darkness, 61 physical, 30 darkness, 59 physical, 4 darkness, 30 darkness, 56 physical, 30 darkness (385 total damage).
Melee retaliation hits Subject Z for 30 darkness, 30 darkness, 30 darkness, 30 darkness, 30 darkness, 30 darkness (183 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
DREMMY DING DONG uses Frenzy.
DREMMY DING DONG misses Subject Z.
DREMMY DING DONG misses Subject Z.
Talent Decayed Devourers is ready to use.
Black Blood Bleeding from DREMMY DING DONG hits Subject Z for 42 darkness damage.
Subject Z uses Dual Strike.
Subject Z performs a melee critical strike against DREMMY DING DONG!
DREMMY DING DONG resists the stunning strike!
Subject Z performs a melee critical strike against DREMMY DING DONG!
Subject Z hits DREMMY DING DONG for 77 physical, 28 darkness, 79 physical, 3 darkness, 28 darkness (217 total damage).
Melee retaliation hits Subject Z for 30 darkness, 30 darkness (61 total damage).
DREMMY DING DONG the level 31 drem writhing one was swallowed by the void to death by Subject Z and bloodily smeared across the granite walls on level 4 of Ruined halfling complex.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Subject Z killed DREMMY DING DONG!
Ran for 2 turns (stop reason: saving).
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!









































































































