











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 34 / 37% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 17 on the 53rd Dusk 122nd year of Ascendancy at 20:12 1 / 5Killed by Domalar the wretchling at level 18 on the 58th Dusk 122nd year of Ascendancy at 16:34 Killed by Xeryrin the large white snake at level 18 on the 59th Dusk 122nd year of Ascendancy at 06:04 Killed by KoS's Inner Demon at level 29 on the 5th Pyre 123rd year of Ascendancy at 07:37 Killed by KoS at level 29 on the 5th Pyre 123rd year of Ascendancy at 09:58 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 30 (base 16) |
Constitution | 51 (base 30) |
Magic | 59 (base 52) |
Willpower | 31 (base 16) |
Cunning | 84 (base 51) |
Resources
Mana | 243/243 |
Life | 838/838 |
Insanity | 0/100 |
Equilibrium | 0 |
Steam | 0/100 |
Hate | 32/106 |
Positive | 109/109 |
Stamina | 276/276 |
Psi | 101/101 |
Healing Factor | 1.3840316950179 |
Regeneration | 4.4981030088081 |
Speed
Mental | +8.2179352272501% |
Attack | 0% |
Movement | +10% |
Spell | +8.2179352272501% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 32 |
Accuracy | 57 |
Crit Chance | 41% |
APR | 16 |
Speed | 0.74 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 30% |
Speed | 0.92406124539345 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +35% |
Light | +35% |
Physical | +9% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Darkness | +25% |
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (48.304188961773%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 28 |
Mental Save | 45 |
Defense: Resistances
Cold | + 24%( 70%) |
Lightning | + 25%( 70%) |
Light | + 48%( 70%) |
Temporal | + 42%( 70%) |
Darkness | + 26%( 70%) |
Physical | + 17%( 70%) |
Fire | + 24%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Horrific body | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Stoning Poison |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Thermal Shield |
talent | Arcane Shield |
talent | Kinetic Shield |
talent | Weapon of Wrath |
talent | Apply Poison |
talent | Weapon of Light |
talent | Numbing Poison |
talent | Second Life |
talent | Call Shadows |
talent | Shielding |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning by +5. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 vampire lord fang. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Weapon Damage 10.0 - 13.0 Light Uses 32% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 200% of your Dexterity as Light damage (60). While equipped: offense ------ Damage +25% light Ignore resists +25% light other ------- Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Quiver | ![]() 3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 29.5 - 41.3 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 16 On-ranged-hit +20 mind On-Hit, radius 1 +17 fire +20 temporal +8 cold On-crit, radius 2 +20 cold +16 mind +20 temporal Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +20% physical Ignore Armor +2 defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +10% temporal Unlife -40.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 A hat made of leather. Very stylish. |
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun +4 Dex offense ------ Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +1 other ------- Light +1 See Invisibility +3 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 95 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% 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 neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +10 Dex +2 Mag +6 Cun +16 Con offense ------ Move Speed +10% defense ------ Fatigue -7% Crit Resistance 15.00% Spell save +6 (+3 eff.) Life Regen +3.00 other ------- Stamina/turn +0.80 Infravision +2 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Weapon Damage 10.0 - 13.0 Darkness Uses 32% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 200% of your Cunning as Darkness damage (168). While equipped: offense ------ Damage +25% darkness Ignore resists +25% darkness other ------- Light +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +8% Critical power +8.00% On-Hit 7 physical Damage +4% physical defense ------ Armor +10 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. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil defense ------ Resistance +7% lightning +8% temporal Mind save +8 (+3 eff.) Life +62.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +4 Wil offense ------ Mindpower +10 (+4 eff.) defense ------ Armor +8 Defense +8 (+3 eff.) Resistance +15% temporal +15% darkness +13% fire +13% cold +10% light Stealth +5 Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +12% other ------- Max hate +6.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (92% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1012% for 10 turns (91 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +5 (+2 eff.) On-Hit 6 light 6 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 22% * 7% chance to blind defense ------ Mind save +6 (+2 eff.) Confus Resist +11% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 205.83 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun +8 Dex offense ------ Damage +24% cold +15% arcane +12% mind Ignore resists +10% mind Accuracy +8 (+2 eff.) defense ------ Resistance +5% arcane +18% cold Rings make your fingers look great! |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Nature Weapon Damage 28.5 - 37.1 Physical Uses 80% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +16 nature +8 blight On-crit, radius 2 +20 darkness +20 blight While equipped: Stats +3 Cun +2 Dex offense ------ Damage +12% darkness +6% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 13.5 - 17.6 Physical Uses 80% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Str +8 Dex +5 Mag +5 Wil +5 Cun +9 Con offense ------ Mindpower +5 (+2 eff.) Damage +3% cold Ignore resists +10% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 68% Cun, 20% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 80% Cun, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 173.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Weapon Damage 36.0 - 46.8 Physical Uses 80% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master/Psionic Weapon Damage 31.5 - 41.0 Physical Uses 80% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +9% physical Accuracy +10 (+3 eff.) Ignore Armor +12 Sharp, short and deadly. |
![]() 7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+7 eff.) Accuracy +20 (+5 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: defense ------ Armor +7 Resistance +12% temporal +12% darkness +13% cold Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +9 Dex +4 Wil +5 Cun offense ------ Accuracy +7 (+2 eff.) Ignore Armor +11 When Hit 8 light defense ------ Armor +2 Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +5 Str +2 Dex +6 Con offense ------ On-Hit 12 darkness Damage +9% darkness +9% mind Ignore resists +20% physical When Hit 6 physical defense ------ Armor +3 Resistance +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +5 Mag +7 Cun offense ------ Ignore resists +20% nature defense ------ Armor +3 Fatigue +3% Crit Resistance 15.00% A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego++] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 20 On Hit: * Create an explosion dealing 87 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Damage +15% fire Ignore resists +20% cold +15% fire When Hit 2 fire defense ------ Resistance +3% cold other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +6% darkness +6% blight Ignore resists +20% darkness +5% blight When Hit 6 blight defense ------ Resistance +7% blight +12% darkness other ------- Light +3 Infravision +4 See Invisibility +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 47 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 251 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 30 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By KoS the Cornac Adventurer level 29
30th Regrowth 123rd year of Ascendancy at 00:52 see stats
By KoS the Cornac Adventurer level 34
33rd Pyre 123rd year of Ascendancy at 04:16 see stats
By KoS the Cornac Adventurer level 28
7th Allure 123rd year of Ascendancy at 12:01 see stats
By KoS the Cornac Adventurer level 18
59th Dusk 122nd year of Ascendancy at 17:39 see stats
By KoS the Cornac Adventurer level 15
42nd Dusk 122nd year of Ascendancy at 21:04 see stats
By KoS the Cornac Adventurer level 20
66th Dusk 122nd year of Ascendancy at 13:49 see stats
By KoS the Cornac Adventurer level 27
10th Decay 122nd year of Ascendancy at 14:06 see stats
By KoS the Cornac Adventurer level 29
55th Regrowth 123rd year of Ascendancy at 18:51 see stats
By KoS the Cornac Adventurer level 29
29th Regrowth 123rd year of Ascendancy at 22:04 see stats
By KoS the Cornac Adventurer level 10
1st Summertide 122nd year of Ascendancy at 21:00 see stats
By KoS the Cornac Adventurer level 20
66th Dusk 122nd year of Ascendancy at 04:57 see stats
By KoS the Cornac Adventurer level 30
19th Pyre 123rd year of Ascendancy at 09:23 see stats
By KoS the Cornac Adventurer level 29
2nd Pyre 123rd year of Ascendancy at 01:52 see stats
By KoS the Cornac Adventurer level 21
28th Haze 122nd year of Ascendancy at 07:06 see stats
By KoS the Cornac Adventurer level 26
73rd Haze 122nd year of Ascendancy at 02:59 see stats
By KoS the Cornac Adventurer level 25
70th Haze 122nd year of Ascendancy at 19:13 see stats
By KoS the Cornac Adventurer level 12
5th Flare 122nd year of Ascendancy at 22:52 see stats
By KoS the Cornac Adventurer level 29
30th Regrowth 123rd year of Ascendancy at 00:52 see stats
By KoS the Cornac Adventurer level 28
7th Allure 123rd year of Ascendancy at 08:44 see stats
By KoS the Cornac Adventurer level 19
62nd Dusk 122nd year of Ascendancy at 22:00 see stats
By KoS the Cornac Adventurer level 21
79th Dusk 122nd year of Ascendancy at 20:12 see stats
By KoS the Cornac Adventurer level 29
30th Regrowth 123rd year of Ascendancy at 01:24 see stats
By KoS the Cornac Adventurer level 16
53rd Dusk 122nd year of Ascendancy at 02:13 see stats
By KoS the Cornac Adventurer level 32
32nd Pyre 123rd year of Ascendancy at 06:01 see stats
Log
KoS deactivates Numbing Poison.
KoS activates Numbing Poison.
KoS deactivates Beyond the Flesh.
KoS activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Shield
- Kinetic Shield
- Second Life
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
KoS deactivates Kinetic Shield.
KoS deactivates Thermal Shield.
KoS deactivates Second Life.
Your summoned shadow disappears.
Your summoned shadow disappears.
Your summoned shadow disappears.
Resting starts...
Talent Thermal Shield is ready to use.
Talent Kinetic Shield is ready to use.
Shadow casts Phase Door.
Rested for 20 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Second Life is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
KoS activates Kinetic Shield.
KoS activates Thermal Shield.
KoS activates Second Life.
Shadow casts Phase Door.
Saving game...
Saving done.