











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Escort Life Adjustment 1.7.0Allows the player to set the minimum life and life regen of escorts as a setting in the Gameplay menu. This should be more compatible with addons that change the escort quests, as it uses the provided hook to loop through the escort data structure and adjusts max_life and life_regen values on the actors. Necromancy fix 1.7.6In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills. Rime wraith: When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn Aura of Undeath 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Psionic Blade 1.7.2Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Necromancy tweak 1.7.6Call of the Сrypt: Shattered Remains: Assemble: Chill of the Tomb: Aura of Undeath: Surge of Undeath: Dread: Minions can't open doors now Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 43 / 25% |
Size | medium |
Lifes / Deaths | Killed by Ahzek at level 35 on the 74th Regrowth 123rd year of Ascendancy at 02:34 7 / 1 |
Primary Stats
Strength | 113 (base 12) |
Dexterity | 144 (base 36) |
Constitution | 127 (base 60) |
Magic | 312.172861838 (base 60) |
Willpower | 165 (base 60) |
Cunning | 247 (base 60) |
Resources
Steam | 100/100 |
Mana | 683/818 |
Negative | 151/151 |
Vim | 253/253 |
Life | 1229/1229 |
Psi | 746/827 |
Stamina | 576/644 |
Soul | 17/17 |
Healing Factor | 1.5922813745392 |
Regeneration | 47.263617387446 |
Speed
Mental | +21.857433824467% |
Attack | 0% |
Movement | +109.03631123985% |
Spell | +84.636101592315% |
Global | +165.72785889249% |
Vision
Sight | 10 |
Lite | -993 |
Infravision | 12 |
See Stealth | 90.957853598209 |
See Invisible | 123.95785359821 |
Stealth | 81 |
Offense: Mainhand
Damage | 139 |
Accuracy | 105 |
Crit Chance | 114% |
APR | 25 |
Speed | 0.82 |
Offense: Spell
Spellpower | 151 |
Crit Chance | 100% |
Speed | 0.54160588930113 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 88% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +154% |
Nature | +5% |
Arcane | +15% |
Cold | +29% |
All | 0% |
Offense: Damage Penetration
Darkness | +89% |
Cold | +78% |
All | +25% |
Defense: Base
Armour (hardiness) | 75.285714285714 (50%) |
Defense | 120 |
Ranged Defense | 120 |
Fatigue | 0 |
Physical Save | 86.1 |
Spell Save | 100.68 |
Mental Save | 105 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 52%( 70%) |
Physical | + 33%( 70%) |
Cold | + 50%( 70%) |
All | + 32%( 70%) |
Darkness | + 70%( 70%) |
Light | + 44%( 70%) |
Temporal | + 36%( 70%) |
Fire | + 39%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 47% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 86% |
Inscriptions (5/5)
Runes | Effective talent level: 3.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 4 turns and blocking 140 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: 3.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 4 turns and blocking 70 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: 3.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 113 damage for 5 turns. |
Runes | Effective talent level: 3.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (54% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 3.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (54% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Animus | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Star fury | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Spell / Undead drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Shadow magic | 1.20 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Eradication | 1.20 |
| 0/5 |
| 0/5 |
| 3/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Magical combat | 1.20 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Nihilism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Meta | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Energies | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Corruption / Black-magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mind over Matter | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Psionic / Mindfulness | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.40 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Eternal Night |
talent | Stealth |
talent | Arcane Shield |
talent | Jinxed Touch |
talent | Raze |
talent | Erupting Shadows |
talent | Spellcraft |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Reaping |
talent | Shadow Feed |
talent | Spikes of Decrepitude |
talent | Hymn of Shadows |
talent | Bleak Outcome |
talent | Essence of Speed |
talent | Gloom |
talent | Metacognition |
talent | Hymn Nocturnalist |
beneficial effect | Your movement speed is increased by 0%. Your casting speed is increased by 23%. Celestial Acceleration |
beneficial effect | The target is surrounded by a magical shield, absorbing 67/67 damage before it crumbles. Damage Shield |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.6 and stamina regeneration by 2.0. Soothing Darkness |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+34% global speed). Clarity |
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. | done |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 682. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
Psionic focus | ![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +7% cold +8% light +6% temporal Affinity +5% darkness Def/telep +12 Res/telep +13% Dur/telep +18% ---------- misc Light +4 Infravis +2 Moonlight Ray: Puts all charms on 6 cooldown Level 6.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 1162.52 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. The set is complete. While equipped: Stats +18 Cun dps ---------- Melee+ 40 darkness Dmg.mod +20% darkness ----- def ----- Armour +3 Fatigue +3% Dmg.red +30 all Spell.save +15 (+2 eff.) Mind.save +27 (+4 eff.) Confus- +30% Knockbk- +30% ---------- misc Light -1 Masteries +0.10 Cunning/Stealth Retch: Level 4.0 Pwr.cost 33 out of 80/80. Range melee/personal 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 57 blight damage or heals 86 life. Creatures standing in the retch also have 28% 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. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +1 Str +5 Mag +4 Cun dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Apr +8 ----- def ----- Armour +5 Defense +13 (+2 eff.) Phys.save +12 (+2 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Stam/turn +1.30 Max.stam +40.00 Light +2 See.Invis +12 Evasion: (Instant) Puts all charms on 21 cooldown Level 5.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 72 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Mag +3 Con dps ---------- Melee Ret 6 arcane ----- def ----- Resists +30% acid ---------- misc Infravis +3 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 370 physical damage Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+1 eff.) Max.HP +32.00 Disarm- +32% Pinning- +31% Knockbk- +36% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +14 Cun +7 Wil dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 17 physical Ranged+ 25 physical Acc +11 (+2 eff.) Apr +11 On Hit (Melee): * 15% chance to reduce all saves and defense by 50 On Hit (Ranged): * 17% chance to reduce all saves and defense by 50 ----- def ----- Defense +13 (+2 eff.) Crit.chn- 15.00% ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Light +3 See.Invis +9 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Mind.pwr +5 (+1 eff.) S.pwr/crit +4 ----- def ----- Mind.save +13 (+2 eff.) Confus- +17% ---------- misc Mana/turn +0.39 Max.mana +28.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +13 Wil +9 Cun dps ---------- Spell.crit +5% Crit.mult +33.00% Spell.pwr +19 (+2 eff.) S.pwr/crit +7 Melee+ 24 fire Dmg.mod +30% darkness ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +90% ---------- misc Talents +4 Iron Grip Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. This object's appearance was changed to Invisible. |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +7 Lck ----- def ----- Fatigue -16% Stealth +11 ---------- misc T.Disarm +23 Max.enc +40 Infravis +4 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% darkness Res.pen +11% darkness ----- def ----- Defense +10 (+1 eff.) Resists +20% fire +2% physical +20% light +16% darkness Phys.save +14 (+2 eff.) Spell.save +8 (+1 eff.) Stealth +10 Die.at -40.00 life ---------- misc Max.mana +63.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
Main armor | ![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. The set is complete. While equipped: Stats +4 Str +4 Dex +9 Mag +9 Wil +4 Cun +4 Con dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Abyssal Shroud: Level 4.0 Pwr.cost 33 out of 80/80. Range 6 Travel.spd instantaneous Is a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 8 turns. The shroud causes 155.55 darkness damage each turn, reduces light radius by 4, and darkness resistance by 61% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
![]() 0.1 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 T3 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+2 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This object's appearance was changed to Robe of the Worm of corrosion (+18%). |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +10% Rush: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. This object's appearance was changed to Invisible. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 14 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 7 (based on Magic) detrimental mental effects. Uses 28 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 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. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 56 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Phys.save +7 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Max.HP +49.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +9 Str +6 Wil dps ---------- Phys.crit +10.0% Mind.crit +8% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 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. |
Achievements
By Ahzek the Lich Adventurer level 40
11st Dusk 123rd year of Ascendancy at 12:33 see stats
By Ahzek the Lich Adventurer level 40
10th Dusk 123rd year of Ascendancy at 07:42 see stats
By Ahzek the Cornac Adventurer level 17
30th Dusk 122nd year of Ascendancy at 23:06 see stats
By Ahzek the Cornac Adventurer level 32
4th Allure 123rd year of Ascendancy at 21:42 see stats
By Ahzek the Lich Adventurer level 39
65th Pyre 123rd year of Ascendancy at 06:03 see stats
By Ahzek the Cornac Adventurer level 13
28th Dusk 122nd year of Ascendancy at 04:30 see stats
By Ahzek the Cornac Adventurer level 31
77th Haze 122nd year of Ascendancy at 15:53 see stats
By Ahzek the Lich Adventurer level 42
16th Dusk 123rd year of Ascendancy at 13:18 see stats
By Ahzek the Lich Adventurer level 40
5th Dusk 123rd year of Ascendancy at 22:29 see stats
By Ahzek the Cornac Adventurer level 19
66th Dusk 122nd year of Ascendancy at 22:44 see stats
By Ahzek the Cornac Adventurer level 34
12nd Regrowth 123rd year of Ascendancy at 14:46 see stats
By Ahzek the Cornac Adventurer level 30
71st Haze 122nd year of Ascendancy at 16:50 see stats
By Ahzek the Lich Adventurer level 38
63rd Pyre 123rd year of Ascendancy at 17:07 see stats
By Ahzek the Cornac Adventurer level 17
30th Dusk 122nd year of Ascendancy at 23:38 see stats
By Ahzek the Cornac Adventurer level 31
72nd Haze 122nd year of Ascendancy at 00:15 see stats
By Ahzek the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 18:09 see stats
By Ahzek the Cornac Adventurer level 20
66th Dusk 122nd year of Ascendancy at 23:07 see stats
By Ahzek the Cornac Adventurer level 30
70th Haze 122nd year of Ascendancy at 08:37 see stats
By Ahzek the Lich Adventurer level 40
4th Dusk 123rd year of Ascendancy at 23:46 see stats
By Ahzek the Lich Adventurer level 35
74th Regrowth 123rd year of Ascendancy at 02:34 see stats
By Ahzek the Lich Adventurer level 40
10th Dusk 123rd year of Ascendancy at 06:14 see stats
By Ahzek the Cornac Adventurer level 34
30th Regrowth 123rd year of Ascendancy at 10:11 see stats
By Ahzek the Cornac Adventurer level 28
1st Time of Equilibrium 122nd year of Ascendancy at 07:37 see stats
By Ahzek the Cornac Adventurer level 31
2nd Allure 123rd year of Ascendancy at 13:03 see stats
By Ahzek the Cornac Adventurer level 13
2nd Flare 122nd year of Ascendancy at 10:54 see stats
By Ahzek the Lich Adventurer level 42
16th Dusk 123rd year of Ascendancy at 13:51 see stats
By Ahzek the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 17:56 see stats
By Ahzek the Cornac Adventurer level 9
2nd Mirth 122nd year of Ascendancy at 08:14 see stats
By Ahzek the Cornac Adventurer level 17
30th Dusk 122nd year of Ascendancy at 23:06 see stats
By Ahzek the Cornac Adventurer level 13
2nd Flare 122nd year of Ascendancy at 19:36 see stats
By Ahzek the Lich Adventurer level 38
63rd Pyre 123rd year of Ascendancy at 03:36 see stats
By Ahzek the Cornac Adventurer level 11
6th Mirth 122nd year of Ascendancy at 05:59 see stats
By Ahzek the Cornac Adventurer level 27
79th Dusk 122nd year of Ascendancy at 09:58 see stats
By Ahzek the Cornac Adventurer level 17
30th Dusk 122nd year of Ascendancy at 23:06 see stats
By Ahzek the Lich Adventurer level 38
64th Pyre 123rd year of Ascendancy at 22:42 see stats
By Ahzek the Lich Adventurer level 40
11st Dusk 123rd year of Ascendancy at 13:12 see stats
Log
You gain 12.00 gold from the transmogrification of lapis lazuli.
You extract ruby from fortifying stralite mail armour of Eyal (4 def, 8 armour)
You gain 16.00 gold from the transmogrification of ruby.
You gain 3.63 gold from the transmogrification of radiant reinforced leather armour of fire resistance (12 def, 7 armour).
You gain 8.43 gold from the transmogrification of marauder's reinforced leather armour of the deep (20 def, 10 armour).
You gain 8.24 gold from the transmogrification of focusing silk robe of life (0 def, 0 armour).
You extract quartz from icy dwarven-steel shield of resistance (0 def, 6 armour, 84.5 block)
You gain 12.00 gold from the transmogrification of quartz.
You extract sapphire from runic stralite steamgun of true flight
You gain 16.00 gold from the transmogrification of sapphire.
You gain 4.95 gold from the transmogrification of mighty reinforced leather sling of cold.
You gain 25.00 gold from the transmogrification of Shiverweeper the stralite steamsaw (32-48 power, 0 apr).
You gain 25.00 gold from the transmogrification of Zeralach (30-38 power, 12 apr).
You extract jade from enhanced stralite mace of evisceration (39-55 power, 5 apr)
You gain 16.00 gold from the transmogrification of jade.
You extract emerald from thought-forged dwarven-steel mace of shearing (29-41 power, 4 apr)
You gain 12.00 gold from the transmogrification of emerald.
You extract ruby from orite trident (40-65 power, 13 apr)
You gain 16.00 gold from the transmogrification of ruby.
You extract ruby from stralite greatsword of shearing (51-82 power, 3 apr)
You gain 16.00 gold from the transmogrification of ruby.
You gain 10.01 gold from the transmogrification of magelord's elven-wood vilestaff of warding (25-30 power, 5 apr, darkness element).
You gain 11.35 gold from the transmogrification of savage's gold ring of speed.
You gain 2.25 gold from the transmogrification of shielding rune (absorb 945; dur 7; cd 16).
You gain 2.66 gold from the transmogrification of blink rune of the sneak (range 14; phase 53; cd 18).
You gain 3.75 gold from the transmogrification of heroism infusion (die at -175; dur 7; cd 30).
You gain 6.08 gold from the transmogrification of heroism infusion (die at -408; dur 9; cd 27).
You gain 3.17 gold from the transmogrification of medical injector implant (efficiency 107% / cooldown 88%).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.