











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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:
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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. 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.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 :) Patrol Gold 1.7.6--- DESCRIPTION --- This addon makes enemies in the world map patrol drop a fair amount of gold. Every enemy generated via a world map ambush will drop ten instances of gold, averaging around one gold per instance. If used with the Spells Merchants addon by Akaviriblade, it adds a way to "grind" the patrols for gold so you can buy stat points and whatnot. It should work with every mod, but please let me know if you get a compatibility error! :) --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu select "Addons" 5) Find "Patrol Gold" and ensure it's active --- COMPATIBILITY --- Not compatible with mods that change data/general/npcs/humanoid_random_boss.lua Updated to work for 1.7.6 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: Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Writhing One |
| Level / Exp | 17 / 10% |
| Size | big |
| Lifes / Deaths | Killed by The Possessed at level 7 on the 78th Pyre 122nd year of Ascendancy at 22:45 4 / 1 |
Primary Stats
| Strength | 55 (base 44) |
| Dexterity | 15 (base 10) |
| Constitution | 19 (base 13) |
| Magic | 50 (base 44) |
| Willpower | 19 (base 10) |
| Cunning | 16 (base 15) |
Resources
| Life | 445/445 |
| Mana | 121/121 |
| Insanity | 0/100 |
| Vim | 164/164 |
| Healing Factor | 1.1291723257555 |
| Regeneration | 0.28229308143888 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +34.7695043675% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 21.855343200023 |
| See Invisible | 24.855343200023 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Acid | +3% |
| Darkness | +14% |
| Cold | +21% |
| Blight | +5% |
| Mind | +3% |
| Fire | +14% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +15% |
| Fire | +15% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 41.521305378697 (88.607947236566%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 18 |
| Physical Save | 30 |
| Spell Save | 38 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 4 |
| 1 |
| 1 |
| 1 |
| Demented / Path of horror | 1.41 |
| 3 |
| 2 |
| 2 |
| 1 |
| Demented / Disfigured face | 1.30 |
| 3 |
| 2 |
| 1 |
| 1 |
| Demented / Friend of the worm | 1.30 |
| 4 |
| 2 |
| 0 |
| 0 |
| Demented / Controlled horrors | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Demented / Horrific body | 1.30 |
| 2 |
| 1 |
| 1 |
| 1 |
| Demented / Slow death | 1.30 |
| 1 |
| 4 |
| 1 |
| 1 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Technique / Combat training | 1.00 |
| 0 |
| 4 |
| 0 |
| 3 |
| 3 |
| 0 |
| Demented / Beyond sanity | 1.30 |
| 4 |
| 4 |
| 3 |
| 3 |
| Race / Doomelf | 1.00 |
| 3 |
| 5 |
| 2 |
| 0 |
Effects
| talent | Chaos Orbs |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Corruption of the Doomed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 |
Equipment
| On feet | [vs. Blackrebel the pair of dwarven-steel boots (0 def, 4 armour) (On feet)]Blackrebel the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +4 (+2 eff.) (-) Armour: +4 (-) Fatigue: +3% (-) Changes stats: +2(-) Str / +2(-) Mag / +4(-) Wil / +5(-) Con Changes resistances penetration: +10%(-) physical Changes damage: +9%(-) darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Treestreaker (Light source)]Treestreaker Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% * 10% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): 0(-10) item blight disease / 0(-10) item acid corrode Damage when hit (Melee): 4(-) nature Changes resistances: +3%(-) nature / +9%(-) blight Changes resistances penetration: +10%(-) blight Maximum life: +42.00 (-) Light radius: +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 | [vs. Saleyatta (0 def, 3 armour) (On head)]Saleyatta (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +9(-) Str / +4(-) Dex / +1(-) Mag / +2(-) Wil Reduces incoming crit damage: 15.00% (-) See invisible: +3 (-) A cap made of leather. |
| Tool | [vs. ash totem of thorny skin [power 27] (20 cooldown) (Tool)]ash totem of thorny skin [power 27] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Hailspiker (On fingers, 1 of 4)]Hailspiker Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 (-) Changes stats: +1(-) Cun / +2(-) Str Changes resistances: +3%(-) blight / +3%(-) fire / +6%(-) light / +3%(-) cold Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Hailspiker (On fingers, 1 of 4)]Delyruiran the Breezewind Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-4) Effects on melee hit: * 20% chance to slow global speed by 38% Changes stats: +0(-2) Str / +1 Wil / +0(-1) Cun Changes resistances: +0%(-6%) light / +0%(-3%) blight / +25%(+22%) fire / +3% nature / +0%(-3%) cold Changes damage: +11% fire Mental crit. chance: +2% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Unrogablek the Windreeve (Around waist, 1 of 2)]Unrogablek the Windreeve Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) (-) Defense: +25 (+19 eff.) (-) Changes resistances: +3%(-) darkness Changes damage: +3%(-) nature Spell save: +6 (+3 eff.) (-) Blindness immunity: +10% (-) Healing mod.: +5% (-) Size category: +1 (-) A belt that goes around your waist. Tap to cycle through comparison choices |
| In main hand | [vs. Xessra the Skytorrent (18-26 power, 4 apr) (In main hand, 1 of 4)]Xessra the Skytorrent (18-26 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8(-) lightning Damage (radius 1) on hit: +4(-) lightning Damage (radius 2) on crit: +8(-) lightning When wielded/worn: Physical crit. chance: +7.0% (-) Physical power: +7 (+3 eff.) (-) Changes resistances: +15%(-) lightning Changes damage: +3%(-) acid / +12%(-) cold One-handed war axes. Tap to cycle through comparison choices |
| On hands | [vs. hardened leather gloves 'Ashjam' (0 def, 2 armour) (On hands)]hardened leather gloves 'Ashjam' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Effects on melee hit: * 10% chance to slow global speed by 38% Damage (Melee): 0(-10) item nature slow / 8(-) cold Changes resistances: +7%(-) cold / +3%(-) temporal / +3%(-) fire Changes resistances penetration: +15%(-) fire Changes damage: +3%(-) fire / +9%(-) cold Spell save: +12 (+6 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. hardened steel mail armour of the deep (2 def, 14 armour) (Main armor, 1 of 2)]hardened steel mail armour of the deep (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes resistances: +11%(-) acid / +7%(-) physical / +12%(-) cold / +6%(-) lightning / +5%(-) fire Allows you to breathe in: water A suit of armour made of mail. Tap to cycle through comparison choices |
| Cloak | [vs. Urudogar the linen cloak (1 def, 0 armour) (Cloak)]Urudogar the linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances penetration: +15%(-) arcane Changes damage: +3%(-) mind Spell save: +15 (+7 eff.) (-) Mental save: +6 (+6 eff.) (-) Maximum hate: +4.00 (-) Maximum psi: +10.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Xymina the copper amulet (Around neck)]Xymina the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6%(-) blight / +9%(-) mind Talent masteries: +0.11(-) Demented / Path of horror Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 562%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the wizard (damage 189; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 188.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
[vs. Xymina the copper amulet (Around neck)]warrior's copper amulet of mastery (0.11 Demented / Horrific body) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) blight / +5% physical / +0%(-9%) mind Talent masteries: +0.11 Demented / Horrific body +0.00(-0.11) Demented / Path of horror Stamina each turn: +0.30 Amulets make your neck look great! |
[vs. Xymina the copper amulet (Around neck)]steel amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 5 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 11% * 6% chance to blind Changes resistances: +0%(-6%) blight / +0%(-9%) mind Changes damage: +5% light / +6% darkness Talent mastery: +0.00(-0.11) Demented / Path of horror Amulets make your neck look great! |
[vs. Hailspiker (On fingers, 1 of 4)]titan's steel ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-2) Str / +0(-1) Cun / +3 Con Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-6%) light / +0%(-3%) cold Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Xessra the Skytorrent (18-26 power, 4 apr) (In main hand, 1 of 4)]Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0(+6.5 - +9.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +10.0% (+5.5%) Attack speed: 100% (-) On weapon hit: + Reduce targets accuracy and powers by 5 (stacks 5 times) On weapon crit: - Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +0(-8) lightning / +14 % chance of confusion / +30 physical Damage (radius 1) on hit: +0(-4) lightning Damage (radius 2) on crit: +0(-8) lightning When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Changes resistances: +0%(-15%) lightning Changes damage: +0%(-3%) acid / +0%(-12%) cold An oddly twisted club with a hefty weight on the end. There's something very strange about it. Tap to cycle through comparison choices |
pouch of stralite shots 'Xerulemira' (19/19, 54-64 power, 8 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +12.5% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 62 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +27 physical Damage against: +13% Unnatural When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
[vs. hardened steel mail armour of the deep (2 def, 14 armour) (Main armor, 1 of 2)]cured leather armour 'Emeta' (16 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Armour: +4 (-10) Defense: +16 (+8 eff.) (+14 (+7 eff.)) Fatigue: +7% (-5%) Changes stats: +1 Cun Changes resistances: +0%(-11%) acid / +2%(-5%) physical / +3%(-9%) cold / +0%(-6%) lightning / +0%(-5%) fire Allows you to breathe in: water Critical mult.: +10.00% Blindness immunity: +20% A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. hardened steel mail armour of the deep (2 def, 14 armour) (Main armor, 1 of 2)]enlightening steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-8) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes stats: +4 Cun / +3 Wil Changes resistances: +0%(-11%) acid / +6%(-1%) physical / +0%(-12%) cold / +0%(-6%) lightning / +0%(-5%) fire Allows you to breathe in: water Physical save: +11 (+5 eff.) Mental save: +10 (+6 eff.) A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. hardened steel mail armour of the deep (2 def, 14 armour) (Main armor, 1 of 2)]radiant steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-8) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes stats: +2 Wil Changes resistances: +0%(-11%) acid / +0%(-7%) physical / +11% darkness / +11% blight / +0%(-5%) fire / +0%(-6%) lightning / +0%(-12%) cold Allows you to breathe in: water Life regen: +3.00 Maximum life: +24.00 Light radius: +2 Healing mod.: +10% A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. hardened steel mail armour of the deep (2 def, 14 armour) (Main armor, 1 of 2)]prismatic steel plate armour of clarity (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-5) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +22% (+10%) Changes resistances: +0%(-11%) acid / +0%(-7%) physical / +11% light / +0%(-6%) lightning / +0%(-12%) cold / +0%(-5%) fire / +5% mind / +11% darkness Allows you to breathe in: water Mental save: +10 (+6 eff.) A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. Unrogablek the Windreeve (Around waist, 1 of 2)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Defense: +0 (+0 eff.) (-25 (-19 eff.)) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature / +0%(-3%) darkness Changes damage: +0%(-3%) nature Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +0% (-10%) Healing mod.: +15% (+10%) Size category: +0 (-1) A belt rumoured to have been worn by the Conclave healers. Tap to cycle through comparison choices |
[vs. Urudogar the linen cloak (1 def, 0 armour) (Cloak)]murderer's linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) (-) Changes stats: +2 Dex / +2 Mag / +1 Wil / +2 Cun Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-3%) mind Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Maximum hate: +0.00 (-4.00) Maximum psi: +0.00 (-10.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Blackrebel the pair of dwarven-steel boots (0 def, 4 armour) (On feet)]Porena the pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +1 (-3) Fatigue: +0% (-3%) Damage when hit (Melee): 4 arcane Changes stats: +0(-2) Str / +0(-2) Mag / +0(-4) Wil / +0(-5) Con Changes resistances penetration: +25% arcane / +0%(-10%) physical Changes damage: +0%(-9%) darkness Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +21% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+3 eff.) A pair of boots made of leather. |
[vs. Blackrebel the pair of dwarven-steel boots (0 def, 4 armour) (On feet)]pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +3 (-1) Fatigue: +2% (-1%) Changes stats: +0(-2) Str / +0(-2) Mag / +0(-4) Wil / +0(-5) Con Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-9%) darkness Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. hardened leather gloves 'Ashjam' (0 def, 2 armour) (On hands)]Korular the iron gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 (+3) Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 5 temporal / 0(-10) item nature slow / 0(-8) cold Damage (Ranged): 5 temporal Changes resistances: +3%(-) fire / +0%(-7%) cold / +6%(+3%) temporal Changes resistances penetration: +0%(-15%) fire Changes damage: +0%(-9%) cold / +0%(-3%) fire / +4% temporal Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Saleyatta (0 def, 3 armour) (On head)]Mayivena the linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +0(-9) Str / +0(-4) Dex / +0(-1) Mag / +2(-) Wil Changes resistances: +5% arcane / +9% mind Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Teleport immunity: +10% Maximum stamina: +20.00 See invisible: +0 (-3) A pointy cloth hat, very wizardly... |
[vs. Saleyatta (0 def, 3 armour) (On head)]iron helm of constitution (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (+2%) Changes stats: +0(-9) Str / +0(-4) Dex / +0(-1) Mag / +0(-2) Wil / +2 Con Reduces incoming crit damage: 0.00% (-15.00%) See invisible: +0 (-3) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Saleyatta (0 def, 3 armour) (On head)]Fogbrawn the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 (+1) Fatigue: +4% (+1%) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4(-5) Str / +0(-4) Dex / +0(-1) Mag / +0(-2) Wil / +4 Con Changes resistances: +3% darkness Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life See invisible: +0 (-3) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Treestreaker (Light source)]Ravenbone Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item blight disease / 0(-10) item acid corrode Damage when hit (Melee): 2 darkness / 0(-4) nature Changes stats: +3 Con Changes resistances: +0%(-9%) blight / +6% light / +0%(-3%) nature Changes resistances penetration: +0%(-10%) blight / +5% physical Stamina each turn: +1.00 Maximum life: +43.00 (+1.00) Light radius: +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. |
[vs. Treestreaker (Light source)]Umbrastone Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage (Melee): 0(-10) item blight disease / 0(-10) item acid corrode Damage when hit (Melee): 0(-4) nature Changes resistances: +3% darkness / +0%(-9%) blight / +9% cold / +3%(-) nature / +3% all Changes resistances penetration: +0%(-10%) blight Spell save: +10 (+4 eff.) Poison immunity: +20% Cut immunity: +20% Maximum life: +0.00 (-42.00) Light radius: +4 (+1) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. ash totem of thorny skin [power 27] (20 cooldown) (Tool)]sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. ash totem of thorny skin [power 27] (20 cooldown) (Tool)]ash totem of summon tentacle [power 155] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 386 Base Damage: 155 Armor: 0 All Resist: 9 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Negroid Primus the Doomelf Writhing One level 6
77th Pyre 122nd year of Ascendancy at 00:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Negroid Primus the Doomelf Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 23:52 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Negroid Primus the Doomelf Writhing One level 14
49th Dusk 122nd year of Ascendancy at 11:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Negroid Primus the Doomelf Writhing One level 9
1st Mirth 122nd year of Ascendancy at 21:07 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Negroid Primus the Doomelf Writhing One level 14
59th Dusk 122nd year of Ascendancy at 15:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Negroid Primus the Doomelf Writhing One level 15
64th Dusk 122nd year of Ascendancy at 21:52 see stats
Log
You gain 13.26 gold from the transmogrification of cured leather armour 'Cuthildil' (6 def, 4 armour).
You gain 0.90 gold from the transmogrification of woollen robe of light (+19%) (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel shield (0 def, 4 armour, 17-20 power, 40 block).
You gain 14.41 gold from the transmogrification of Ichorkill the pouch of iron shots (17/17, 16-20 power, 1 apr).
You gain 11.04 gold from the transmogrification of Flashtreason (14/14, 12-18 power, 5 apr).
You gain 0.90 gold from the transmogrification of gifted vined mindstar (4-5 power, 18 apr, mind damage).
You gain 20.10 gold from the transmogrification of Baradur the vined mindstar (5-6 power, 18 apr, nature damage).
You gain 2.53 gold from the transmogrification of arcing steel dagger of daylight (11-14 power, 6 apr).
You gain 2.35 gold from the transmogrification of flaming steel waraxe of erosion (10-14 power, 3 apr).
You gain 10.24 gold from the transmogrification of Shinekarma (13-18 power, 3 apr).
You gain 10.37 gold from the transmogrification of Cyrytira the steel waraxe (14-20 power, 3 apr).
You gain 1.56 gold from the transmogrification of flaming steel mace of massacre (22-31 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel longsword of massacre (20-29 power, 3 apr).
You gain 9.95 gold from the transmogrification of Glittergore (16-22 power, 3 apr).
You gain 11.58 gold from the transmogrification of Isussra the steel greatsword (23-37 power, 2 apr).
You gain 14.14 gold from the transmogrification of ash starstaff 'Kindlerage' (15-18 power, 3 apr, light element).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 19%; physical; dur 4; cd 15).
There is a damp cave here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Negroid Primus deactivates Chant of Fortress.
Negroid Primus activates Chant of Fortress.
Negroid Primus deactivates Premonition.
Negroid Primus activates Premonition.
Negroid Primus deactivates Chaos Orbs.
Negroid Primus activates Chaos Orbs.
Negroid Primus deactivates Corruption of the Doomed.
Negroid Primus activates Corruption of the Doomed.

































































































