Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 36 / 23% |
Size | medium |
Lifes / Deaths | Killed by Lisominne the orc warrior at level 36 on the 19th Loss 122nd year of Ascendancy at 12:28 / 1 |
Primary Stats
Strength | 71 (base 60) |
Dexterity | 11 (base 10) |
Constitution | 48 (base 30) |
Magic | 76 (base 60) |
Willpower | 12 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -297/1133 |
Mana | 200/320 |
Insanity | 0/100 |
Healing Factor | 1.4078383355187 |
Regeneration | 8.7989895969922 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 173 |
Accuracy | 57 |
Crit Chance | 14% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Light | +18% |
Blight | +18% |
Darkness | +69% |
All | 0% |
Offense: Damage Penetration
Darkness | +50% |
Light | +25% |
Blight | +15% |
Nature | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.5 (80%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 21 |
Physical Save | 32 |
Spell Save | 25 |
Mental Save | 33 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 29%( 70%) |
All | + 10%( 70%) |
Lightning | + 39%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 52%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 73% |
Teleport Resistance | 40% |
Blind Resistance | 100% |
Silence Resistance | 40% |
Disarm Resistance | 37% |
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic 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 145 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 3 of Old Forest) | failed |
Escort the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | active |
You failed to protect the lost sun paladin from death by bloated ooze. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Yvura the skeleton warrior. Escort: worried loremaster (level 1 of Dreadfell) | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 586. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of fire wyrm saliva. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +12% acid +3% cold +5% arcane Silence- +20% Confus- +22% Stun/Frz- +21% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+3 eff.) Dmg.mod +18% darkness Res.pen +25% darkness +20% nature On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Resists +6% nature Mind.save +5 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +11 Con dps ---------- Mind.crit +1% Phys.pwr +5 (+1 eff.) Acc +20 (+6 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +4 Defense +15 (+8 eff.) Fatigue +4% Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ----- def ----- Resists +3% acid +3% cold +3% lightning Phys.save +3 (+1 eff.) Disarm- +10% Teleport- +20% Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% blight ----- def ----- Resists +24% acid +9% darkness Max.HP +32.00 HP.reg +4.00 Disarm- +27% Pinning- +31% Stun/Frz- +33% Knockbk- +27% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil +6 Con dps ---------- Phys.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Defense +5 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Resists +12% lightning +6% temporal +3% cold Die.at -20.00 life Blind- +20% Teleport- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 9 darkness Dmg.mod +6% darkness +9% acid Res.pen +25% light On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +12% cold 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. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning +3% nature +15% darkness +12% blight Max.HP +28.00 HP.reg +2.00 Heal.mod +14% ---------- misc Light +2 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Max.HP +34.00 Silence- +20% Pinning- +10% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 630 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 91 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 325 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 4 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +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. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 302 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +6 Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.50 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +20% darkness +10% cold Melee Ret 4 light ----- def ----- Fatigue -5% Resists +15% darkness +18% cold HP.reg +1.00 ---------- misc Stam/turn +0.40 Light +2 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +7 (+2 eff.) Dmg.mod +7% blight +7% fire +6% arcane +6% darkness Res.pen +20% blight Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Resists +6% darkness Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +15% blight Melee Ret 2 fire ----- def ----- Resists +3% blight +13% light +13% darkness +12% mind Blind- +23% Confus- +25% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 8.05 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +3% lightning +12% darkness Melee Ret 6 lightning ----- def ----- Resists +3% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +58.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +4 Cun +3 Con dps ---------- Mind.pwr +8 (+4 eff.) Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Resists +3% blight +6% cold Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 50% Mag, 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 42 acid damage in a 4 radius ball. This damage will increase by 30% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 112% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 darkness While equipped: Stats +4 Dex +2 Mag +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +17.00% Apr +6 ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +2 Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 111% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +6% Living On Hit.r1 +8 acid +6 fire While equipped: dps ---------- Res.pen +10% temporal +6% all Acc +10 (+3 eff.) Apr +5 ----- def ----- Resists +3% acid One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 105% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% darkness ---------- misc Stam/turn +2.00 Infravis +3 One-handed war axes. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 290, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +10 Con dps ---------- Phys.crit +2.0% Phys.pwr +17 (+3 eff.) Mind.pwr +20 (+10 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% darkness Max.HP +31.00 ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +6% Mind.pwr +2 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +11% darkness +11% mind +9% all Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +41 (+16 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Mov.spd +50% Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ----- def ----- Armour +4 Fatigue +3% Resists +6% mind ---------- misc Stam/turn +0.30 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +7 Str dps ---------- Dmg.mod +6% nature +6% mind Res.pen +5% mind Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 13 On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+5 eff.) Fatigue +5% Resists +6% nature Phys.save +24 (+10 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +24% physical Res.pen +10% mind ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +3% Resists +8% nature +2% physical Spell.save +5 (+2 eff.) Max.HP +82.00 Heal.mod +12% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +6% temporal Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +8% cold Phys.save +9 (+4 eff.) Die.at -80.00 life ---------- misc Mana/turn +0.08 Breathe water A cap made of leather. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Defense +20 (+10 eff.) Resists +1% physical +11% nature +3% temporal Mind.save +3 (+1 eff.) Blind- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +6 Dex +3 Wil +6 Cun +2 Con dps ---------- Dmg.mod +9% acid +6% cold Res.pen +10% cold ----- def ----- Resists +6% darkness Affinity +15% darkness ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +15% lightning +3% temporal Heal.mod +10% Silence- +20% Teleport- +20% ---------- misc Light +6 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% mind +20% cold Melee Ret 2 mind ----- def ----- Resists +3% cold ---------- misc Light +5 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. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Res.pen +5% mind ----- def ----- Resists +9% darkness ---------- misc Max.psi +20.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Defense +15 (+8 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% mind +5% fire ----- def ----- Resists +9% lightning Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +6% mind Mind.save +9 (+4 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Wyxus the Drem Writhing One level 36
15th Loss 122nd year of Ascendancy at 23:23 see stats
By Wyxus the Drem Writhing One level 35
14th Loss 122nd year of Ascendancy at 08:41 see stats
By Wyxus the Drem Writhing One level 32
4th Loss 122nd year of Ascendancy at 10:00 see stats
By Wyxus the Drem Writhing One level 29
10th Dearth 122nd year of Ascendancy at 07:00 see stats
By Wyxus the Drem Writhing One level 23
12nd Wealth 122nd year of Ascendancy at 16:33 see stats
By Wyxus the Drem Writhing One level 30
37th Dearth 122nd year of Ascendancy at 02:00 see stats
By Wyxus the Drem Writhing One level 30
43rd Dearth 122nd year of Ascendancy at 18:54 see stats
By Wyxus the Drem Writhing One level 25
15th Wealth 122nd year of Ascendancy at 22:08 see stats
By Wyxus the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 14:35 see stats
By Wyxus the Drem Writhing One level 20
36th Profit 122nd year of Ascendancy at 23:22 see stats
By Wyxus the Drem Writhing One level 30
35th Dearth 122nd year of Ascendancy at 10:00 see stats
By Wyxus the Drem Writhing One level 23
7th Wealth 122nd year of Ascendancy at 07:34 see stats
By Wyxus the Drem Writhing One level 29
10th Dearth 122nd year of Ascendancy at 02:08 see stats
By Wyxus the Drem Writhing One level 12
8th Profit 122nd year of Ascendancy at 08:56 see stats
By Wyxus the Drem Writhing One level 36
19th Loss 122nd year of Ascendancy at 12:26 see stats
By Wyxus the Drem Writhing One level 6
19th Voratun 122nd year of Ascendancy at 04:15 see stats
By Wyxus the Drem Writhing One level 11
5th Profit 122nd year of Ascendancy at 13:16 see stats
By Wyxus the Drem Writhing One level 22
4th Wealth 122nd year of Ascendancy at 01:07 see stats
By Wyxus the Drem Writhing One level 16
19th Profit 122nd year of Ascendancy at 17:00 see stats
By Wyxus the Drem Writhing One level 34
12nd Loss 122nd year of Ascendancy at 23:47 see stats
Log
Tentacle Constriction from Wyxus hits Xanidherin the stone troll for (26 flat reduction), 391 darkness (391 total damage).
Tentacle Constriction from Wyxus killed Xanidherin the stone troll!
Worm that walks (servant of Wyxus) uses Infusion: Regeneration.
Worm that walks (servant of Wyxus) starts regenerating health quickly.
Something hits Worm that walks (servant of Wyxus) for 85 physical damage.
Wyxus is no longer pinned.
Wyxus is fully armored again.
Bleeding from Xanidherin the stone troll hits Wyxus for (63 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Wyxus crumbles.
Wyxus deactivates Constrict.
Wyxus reflects damage back to Something!
Lisominne the orc warrior's Body of Fire hits Wyxus for 14 healing, (14 absorbed), 31 fire (31 total damage) [14 healing].
Wyxus hits Something for 14 reflected damage.
--------------------------------
Wyxus uses From Below It Devours.
New Achievement: That was close (Insane (Roguelike) difficulty)!
You collect a new ingredient: length of troll intestine (1).
You collect a new ingredient: orc heart (1).
Melee retaliation hits Wyxus for 4 healing, 14 fire (14 total damage) [4 healing].
Lisominne the orc warrior's firestorm hits Wyxus for 72 healing, 224 fire (224 total damage) [72 healing].
Lisominne the orc warrior's firestorm hits Worm that walks (servant of Wyxus) for 361 fire damage.
Melee retaliation hits Wyxus for 1 healing, 4 acid, 2 healing, 5 fire (9 total damage) [3 healing].
Lisominne the orc warrior's firestorm killed Worm that walks (servant of Wyxus)!
Lisominne the orc warrior's Body of Fire hits Wyxus for 37 fire damage.
Bleeding from Xanidherin the stone troll hits Wyxus for 61 physical damage.
Lisominne the orc warrior's firestorm hits Wyxus for 185 fire damage.
Wyxus the level 36 drem writhing one was scorched to death by Lisominne the orc warrior on level 1 of Lost Dwarven Kingdom of Reknor.