















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 19 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 5 on the 78th Pyre 122nd year of Ascendancy at 16:08 0 / 7Killed by Belyldatta the rattlesnake at level 9 on the 78th Dusk 122nd year of Ascendancy at 23:54 Killed by Layabeth the large brown snake at level 11 on the 3rd Haze 122nd year of Ascendancy at 17:24 Killed by venom wyrm at level 16 on the 17th Haze 122nd year of Ascendancy at 04:27 Killed by war hound at level 19 on the 47th Haze 122nd year of Ascendancy at 22:08 Killed by Xerethra the sandworm at level 19 on the 48th Haze 122nd year of Ascendancy at 01:08 Killed by Sandworm Queen at level 19 on the 49th Haze 122nd year of Ascendancy at 00:57 |
Primary Stats
| Strength | 54 (base 47) |
| Dexterity | 39 (base 34) |
| Constitution | 13 (base 12) |
| Magic | 13 (base 12) |
| Willpower | 19 (base 12) |
| Cunning | 19 (base 12) |
Resources
| Mana | 253/253 |
| Vim | 158/223 |
| Life | -292/400 |
| Steam | 100/100 |
| Stamina | 161/206 |
| Paradox | 363 |
| Healing Factor | 1.2583363011315 |
| Regeneration | 0.31458407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 51 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Lightning | +4% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 57.5 (80%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 38 |
| Physical Save | 21 |
| Spell Save | 11 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 10% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * '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 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 within | active |
Equipment
| On feet | pair of iron boots 'Betoda' (4 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str defense ------ Armor +5 Defense +4 (+2 eff.) Fatigue +2% Mind save +9 (+5 eff.) Unlife -80.00 life Pinning Resist +20% other ------- See Invisibility +6 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Ariwyn'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex +1 Con offense ------ Physical Crit +3.0% Ignore resists +5% mind Accuracy +10 (+3 eff.) defense ------ Life +43.00 other ------- Psi when Hit +0.12 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. |
| On head | Hettykhad (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% physical Ignore resists +5% blight defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold Unlife -60.00 life other ------- Stamina/turn +2.00 Vim-on-crit +2.00 Max stamina +30.00 Max vim +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Silemira' (0 def, 3 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Wil +1 Mag offense ------ On-Hit 6 lightning Damage +4% lightning Accuracy +30 (+9 eff.) defense ------ Armor +3 Fatigue +1% Resistance +6% lightning +1% physical other ------- See Invisibility +6 Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | warrior's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 other ------- Vim when Hit +2.00 Rings make your fingers look great! |
| On fingers | Zagrim the Swampumbra0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire When Hit 4 nature defense ------ Resistance +3% acid +22% fire +9% nature +5% arcane Disease Resist +20% Knockbk Resist +10% Rings make your fingers look great! |
| Around neck | warrior's copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical Healmod +13% Cut Resist +50% other ------- Stamina/turn +0.30 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 177 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | swashbuckler's voratun steamsaw (41-62 power, 0 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +105 Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% other ------- Talents +4 Corrosive Slashes +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | rough leather belt 'Iceblight'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Ignore resists +10% cold defense ------ Defense +5 (+3 eff.) Resistance +6% lightning +9% nature Mind save +6 (+3 eff.) Healmod +10% Blind Resist +10% A belt that goes around your waist. |
| In off hand | thought-forged steel steamsaw of massacre (20-29 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On-hit +9 mind On Hit: * 10% chance to reduce all saves and defense by 14 Uses 1.0 Steam While equipped: Stats +2 Cun +2 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +2 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | linen cloak 'Forestsweeper' (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold +3% nature +2% physical Crit Resistance 15.00% Blind Resist +10% Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour)14.0 Encumbrance T3 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +16 Defense +3 (+2 eff.) Fatigue +12% Resistance +6% mind Mind save +15 (+8 eff.) A suit of armour made of mail. |
Inventory
steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 161; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 457%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 602%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 64; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 64 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 194; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 125; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 20%; mental; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 10; cd 15)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. 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 |
blink rune (range 3; phase 10; cd 15)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. 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 |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune (damage 62; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 62.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 76; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 75.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 (absorb 31; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 31 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. 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 titan (absorb 37; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 37 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 Constitution 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 titan (absorb 56; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 56 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 Constitution 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 (absorb 50; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 167; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 167 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 89; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 89 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 50; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 60; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
wizard's copper ring of light (+20%) =Mag 3=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% light defense ------ Resistance +20% light Spell save +6 (+6 eff.) Rings make your fingers look great! |
Layaratta the elm magestaff (10-12 power, 2 apr, lightning element) =mag 1=5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +1% Critical power +10.00% Physical Power +5 (+1 eff.) Spellpower +3 (+2 eff.) Damage +10% lightning defense ------ Unlife -60.00 life other ------- Max stamina +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +13.00% Spellpower +9 (+5 eff.) Damage +20% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Todrachak (14-19 power, 3 apr) =CON 8 Wil 6=3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage While equipped: Stats +8 Con +6 Wil offense ------ Physical Crit +6.0% Critical power +12.00% Damage +9% mind Ignore Armor +6 defense ------ Resistance +6% mind Life +11.00 Blunt and deadly. |
Armaregodur (12-16 power, 2 apr) =mag 1=3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 10% chance to reduce armor by 26% On Critical: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 While equipped: Stats +4 Wil +1 Mag offense ------ Damage +3% acid defense ------ Resistance +3% acid One-handed war axes. |
iron waraxe 'Earthstar' (11-15 power, 2 apr) =Mag 4=3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 nature While equipped: Stats +4 Mag offense ------ Mind Crit +3% Accuracy +6 (+2 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +20% One-handed war axes. |
horrifying mossy mindstar (2-3 power, 12 apr, mind damage) =mag 2=3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness other ------- 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. |
Mogarin the dwarven-steel shield (0 def, 15 armour, 34-41 power, 98 block)7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 34.0 - 40.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +98 While equipped: offense ------ On-Hit 13 cold When Hit 7 ice defense ------ Armor +15 Fatigue +8% Resistance +6% acid +3% physical +9% cold Physical save +6 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Treeorder the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +19% acid +15% nature +15% lightning Ignore resists +10% lightning On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +28% acid +3% nature +6% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Freezelord =mag 1=1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag +5 Con offense ------ Ignore resists +5% fire +10% cold defense ------ Fatigue -5% other ------- Encumbrance +25 Light +2 A belt that goes around your waist. |
Betuselaith (0 def, 11 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +20 (+6 eff.) Mindpower +10 (+5 eff.) Ignore Armor +2 defense ------ Armor +11 Fatigue -6% Physical save +9 (+5 eff.) other ------- Encumbrance +31 A pair of boots made of leather. |
Hathylin (0 def, 3 armour) =mag 2=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Wil +2 Cun +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +3 Fatigue +2% Physical save +10 (+5 eff.) Mind save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snownull the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +25% mind When Hit 4 cold defense ------ Armor +4 Fatigue +3% Resistance +24% lightning +6% temporal +12% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arydhena (0 def, 2 armour) =Mag 5=1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +5 Wil +5 Mag offense ------ Spellpower +10 (+5 eff.) On-Hit 4 arcane 5 temporal On-Ranged-Hit 11 temporal Damage +6% arcane +5% temporal Ignore resists +5% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 16 defense ------ Armor +2 Fatigue +3% Resistance +6% blight +6% temporal +3% arcane Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +15 arcane On-crit, radius 2 +6 arcane On Hit: 10% Manathrust level 3 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat 'Issegachak' (0 def, 1 armour) =CON 7=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Mag +7 Con offense ------ Damage +3% acid defense ------ Armor +1 Fatigue +1% Resistance +3% fire +3% light +3% temporal other ------- Stamina when Hit +1.00 EQ when Hit +1.00 A hat made of leather. Very stylish. |
cashmere wizard hat 'Sparkrot' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Wil offense ------ Damage +6% lightning Ignore resists +20% darkness +15% cold defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +9% cold Physical save +10 (+5 eff.) A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of the mountain (+12%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: Stats +5 Cun offense ------ Damage +12% physical defense ------ Defense +2 (+1 eff.) Resistance +12% physical Mind save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
Lorugen (0 def, 1 armour) =Mag 4=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Mag +2 Wil +1 Con offense ------ Spell Crit +2% defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) other ------- See Invisibility +9 A hat made of leather. Very stylish. |
Lightninglady the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +1 Wil offense ------ Damage +6% nature Ignore resists +10% mind When Hit 10 lightning defense ------ Armor +3 Fatigue +3% Resistance +7% nature +8% blight other ------- EQ when Hit +0.08 Max psi +20.00 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) =Set =3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+10 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
6 agate0.0 Encumbrance 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
230 alchemist agate0.0 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. |
Bloombreak the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +7 Con offense ------ Damage +15% physical Ignore resists +10% nature Accuracy +10 (+3 eff.) defense ------ Defense +10 (+5 eff.) Life +49.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gloruldara the Thunderwyrd1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +6% mind Ignore resists +25% mind When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Resistance +6% mind other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
demon seed [quasit] (18, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (16, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (20, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (19, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +17% blight +17% fire +17% darkness Ignore resists +10% blight +10% fire +10% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (18, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +19% acid +19% darkness +19% blight Damage Reduction +9 acid +9 darkness +9 blight Demon status: alive (100% life). The seed of a demon. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Surprise Adventurer the Cornac Adventurer level 10
1st Time of Equilibrium 122nd year of Ascendancy at 08:45 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Surprise Adventurer the Cornac Adventurer level 19
48th Haze 122nd year of Ascendancy at 00:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Surprise Adventurer the Cornac Adventurer level 8
74th Dusk 122nd year of Ascendancy at 18:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Surprise Adventurer the Cornac Adventurer level 15
14th Haze 122nd year of Ascendancy at 18:14 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Surprise Adventurer the Cornac Adventurer level 19
48th Haze 122nd year of Ascendancy at 01:08 see stats
Log
Gigantic corrosive tunneler's acid area effect hits Gigantic gravity worm for 63 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 58 acid damage.
The unstable sand tunnel collapses!
Talent Seal Fate is ready to use.
Belubeth the red jelly uses Evasion.
Belubeth the red jelly tries to evade attacks.
Gigantic corrosive tunneler's acid area effect hits Surprise Adventurer for (31 abyssal shield), 31 acid (31 total damage).
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 58 acid damage.
Gigantic corrosive tunneler's acid area effect hits Belubeth the red jelly for 38 acid damage.
Gigantic corrosive tunneler's acid area effect hits Turtle for 11 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 56 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic gravity worm for 61 acid damage.
Gigantic corrosive tunneler's acid area effect hits Surprise Adventurer for (30 abyssal shield), 30 acid (30 total damage).
Gigantic corrosive tunneler's acid area effect hits Belubeth the red jelly for 37 acid damage.
Gigantic corrosive tunneler's acid area effect hits Turtle for 11 acid damage.
Surprise Adventurer casts Seal Fate.
Surprise Adventurer activates Osmosis Shield.
Surprise Adventurer casts Rune: Blink.
Surprise Adventurer casts Rune: Blink.
Surprise Adventurer is out of phase.
The unstable sand tunnel collapses!
Belubeth the red jelly speeds up.
Sandworm Queen speeds up.
Sandworm Queen breathes sand!
Surprise Adventurer loses sight!
Sandworm Queen hits Surprise Adventurer for (40 abyssal shield), (18 turned into osmosis), 120 physical (120 total damage).
Surprise Adventurer the level 19 cornac adventurer was tortured to death by Sandworm Queen and swallowed whole on level 4 of Sandworm lair.


























































































