










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cooler Anorithil |
| Level / Exp | 25 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Belywe the stone troll at level 12 on the 41st Dusk 122nd year of Ascendancy at 17:06 0 / 7Killed by Bill the Stone Troll at level 16 on the 49th Dusk 122nd year of Ascendancy at 21:11 Killed by Xilaith the thief at level 20 on the 66th Dusk 122nd year of Ascendancy at 04:10 Killed by Genor the shadowblade at level 21 on the 67th Dusk 122nd year of Ascendancy at 20:30 Killed by decaying devourer at level 21 on the 67th Dusk 122nd year of Ascendancy at 21:37 Killed by Xeruyawyn the treant at level 25 on the 1st Time of Equilibrium 122nd year of Ascendancy at 09:31 Killed by Xeruyawyn the treant at level 25 on the 1st Time of Equilibrium 122nd year of Ascendancy at 12:27 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 66 (base 55) |
| Willpower | 12 (base 10) |
| Cunning | 56 (base 49) |
Resources
| Life | -376/483 |
| Mana | 8/254 |
| Positive | 6/122 |
| Healing Factor | 1.2291526171258 |
| Regeneration | 6.4530512399102 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +8.8817841970013E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 20 |
| Crit Chance | 21% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Light | +62% |
| Nature | +7% |
| Darkness | +58% |
| Mind | +10% |
| Fire | +7% |
| All | +4% |
Offense: Damage Penetration
| Nature | +55% |
| Lightning | +30% |
| Fire | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 16 (40.65183292883%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 26 |
| Mental Save | 30 |
Defense: Resistances
| Mind | + 20%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 67%( 70%) |
| Darkness | + 36%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 11%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Silence Resistance | 29% |
| Confusion Resistance | 28% |
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 393 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 66 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. |
Class Talents
| Liminal / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Liminal / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Solar / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Lunar / Moonbeam | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Solar / Sunburn | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Liminal / Glory | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Liminal / Threshold | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Liminal / Guile | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the 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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Ivogalaith the white crystal. Escort: worried loremaster (level 4 of Old Forest) | failed |
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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed green worm. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Nerirewyn the Glinthunger (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 darkness Changes resistances: +9% light Changes resistances penetration: +15% nature Changes damage: +12% light Life regen: +1.00 Light radius: +1 Healing mod.: +11% A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Begodur' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +1% physical Critical mult.: +5.00% Only die when reaching: -80.00 life A cap made of leather. |
| Tool | Glintnigh the dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes damage: +15% light Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Siludassra the ScorchroarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +15% nature / +25% fire Changes damage: +3% nature / +3% fire Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | Arthendil the GalenighCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +15 (+5 eff.) Changes stats: +3 Str Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Elura (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +5 Armour Hardiness: +5% Defense: +17 (+5 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Only die when reaching: -60.00 life Maximum stamina: +20.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Light radius: +3 Damage Shield penetration: +13% Damage Shield Power: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 172.48 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Poledamira (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +3% blight / +28% darkness / +24% light / +11% all Changes damage: +28% darkness / +6% mind / +21% light Spellpower: +7 (+2 eff.) Spell crit. chance: +7% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Phoenixwrecker the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Cun / +2 Con Changes resistances: +1% physical Changes resistances penetration: +5% fire Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Shadewell'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes resistances: +10% mind Changes damage: +6% darkness Critical mult.: +20.00% Mental save: +6 (+3 eff.) Confusion immunity: +28% Light radius: +2 Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 275; 15 cd)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Cunning 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
shielding rune of the psychic (absorb 250; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 250 damage for 3 turns. Its effects scale with your Willpower 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. Press to compare to your current inscriptions |
Aranor the BleaktorrentInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes stats: +1 Wil Changes resistances: +3% blight / +9% darkness Mental save: +5 (+3 eff.) Confusion immunity: +10% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
warmaker's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
clarifying steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great! |
savage's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+6 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Maximum stamina: +11.00 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Morningbliss'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes resistances: +9% darkness / +12% physical Changes damage: +12% physical Light radius: +3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Snowwrest the dwarven-steel greatsword (143% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Damage when hit (Melee): 6 cold Changes stats: +2 Wil Changes resistances penetration: +20% acid Changes damage: +12% acid Critical mult.: +19.00% Equilibrium when hit: +0.16 Psi when hit: +0.08 Mindpower: +10 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel waraxe of massacre (137% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +14% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Adelravea the dwarven-steel dagger (122% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +9 blight / +5 light / +4 temporal Damage (radius 1) on hit: +4 acid Damage against: +11% Undead When wielded/worn: Accuracy: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 2 temporal Changes stats: +3 Dex Changes damage: +9% temporal Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blooming thorny mindstar of resolve (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar of frost (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage (Melee): 9 cold Changes resistances: +8% cold Changes resistances penetration: +8% cold Changes damage: +7% cold Talent granted: +1 Attune Mindstar Mindpower: +11 (+5 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of storms (93% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +1 Con Changes resistances: +7% lightning Changes resistances penetration: +4% lightning Changes damage: +9% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.mighty yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Physical power: +11 (+5 eff.) Changes stats: +5 Str Changes damage: +17% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mage-hunter's dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 8 arcane resource burn Changes stats: +3 Cun / +3 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver of the Sun (22/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
This item will automatically be transmogrified when you leave the level.Wind Worn Shot (18/25, 148% power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of the mountain (+11%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +11% physical Changes damage: +11% physical Mental save: +17 (+9 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cleansing rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +11% nature / +11% blight A suit of armour made of leather. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.thick cashmere cloak of protection (2 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +13% cold Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.grounding pair of rough leather boots of strife (0 def, 1 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Con / +3 Wil Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +6% physical Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of rough leather boots 'Splendourwire' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 43% Damage when hit (Melee): 2 light Changes stats: +2 Cun / +2 Con Changes resistances: +9% acid Changes resistances penetration: +20% light / +5% acid Physical save: +11 (+5 eff.) Mental save: +12 (+6 eff.) A pair of boots made of leather. |
Lisada the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +2% physical / +5% cold Allows you to breathe in: water Reduces incoming crit damage: 5.00% Mental save: +3 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
6 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
8 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. |
4 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. |
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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
351 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Vorata the Unlightknave (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 15% Damage when hit (Melee): 6 cold Changes stats: +1 Str / +2 Dex Changes resistances penetration: +10% darkness Changes damage: +9% cold Movement speed: +10% 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. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Rmaon the Cornac Cooler Anorithil level 22
74th Dusk 122nd year of Ascendancy at 10:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rmaon the Cornac Cooler Anorithil level 10
6th Flare 122nd year of Ascendancy at 00:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Rmaon the Cornac Cooler Anorithil level 20
65th Dusk 122nd year of Ascendancy at 17:15 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Rmaon the Cornac Cooler Anorithil level 4
77th Pyre 122nd year of Ascendancy at 16:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Rmaon the Cornac Cooler Anorithil level 22
68th Dusk 122nd year of Ascendancy at 12:39 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Rmaon the Cornac Cooler Anorithil level 23
76th Dusk 122nd year of Ascendancy at 20:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rmaon the Cornac Cooler Anorithil level 8
1st Flare 122nd year of Ascendancy at 22:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Rmaon the Cornac Cooler Anorithil level 11
2nd Dusk 122nd year of Ascendancy at 16:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Rmaon the Cornac Cooler Anorithil level 22
68th Dusk 122nd year of Ascendancy at 09:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rmaon the Cornac Cooler Anorithil level 15
48th Dusk 122nd year of Ascendancy at 23:51 see stats
Log
Xeruyawyn the treant uses Oozebeam.
Xeruyawyn the treant hits Rmaon for 149 nature damage.
Rmaon speeds up.
Rmaon's spell attains critical power!
Xeruyawyn the treant attunes to the damage.
Syzygy hits Xeruyawyn the treant for (79 antimagic), (0 absorbed), 0 darkness (0 total damage).
Star Song hits Xeruyawyn the treant for (68 antimagic), 0 darkness (0 total damage).
Solar Focus hits Xeruyawyn the treant for (54 antimagic), 0 light (0 total damage).
Xeruyawyn the treant uses Slime Spit.
Rmaon's spell attains critical power!
Talent Shadow Burst is ready to use.
Syzygy hits Xeruyawyn the treant for (59 antimagic), 0 darkness (0 total damage).
Star Song hits Xeruyawyn the treant for (50 antimagic), 0 darkness (0 total damage).
Solar Focus hits Xeruyawyn the treant for (75 antimagic), 0 light (0 total damage).
Rmaon slows down.
Xeruyawyn the treant's Slime Spit hits Rmaon for 146 nature damage.
Xeruyawyn the treant uses Psionic Fog.
Rmaon's spell attains critical power!
Talent Infusion: Healing is ready to use.
Syzygy hits Xeruyawyn the treant for (59 antimagic), 0 darkness (0 total damage).
Star Song hits Xeruyawyn the treant for (77 antimagic), 0 darkness (0 total damage).
Solar Focus hits Xeruyawyn the treant for (44 antimagic), 0 light (0 total damage).
Rmaon is seared.
Xeruyawyn the treant's psionic searing area effect hits Rmaon for 32 mind damage.
Xeruyawyn the treant uses Oozebeam.
Xeruyawyn the treant's mind surges with critical power!
Xeruyawyn the treant hits Rmaon for 221 nature damage.
Rmaon the level 25 cornac cooler anorithil was naturalised to death by Xeruyawyn the treant on level 3 of Lake of Nur.
































































