
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Golem Speed Lock 1.3.0Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.10 All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Convenient Digging 1.5.5 Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Runic Golem 1.0.4 Forbidden Cults 1.5.9Official Expansion!ZOmnibus Addon Pack 1.5.0Combines 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: Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Turn Separators v2 1.5.10Description 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: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Revised Short Staves 1.4.6Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Yeeks can survive a win 1.4.8With this, the die-or-die situation is Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Wights 1.0.4Adds Wights as playable undead race. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Quick Drown NPCs AOE 1.5.10 Better Item Description 1.5.10This 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 Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | MegaTurtle |
| Class | Necromancer |
| Level / Exp | 21 / 2% |
| Size | 5 (huge) |
| Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 8th Decay 122nd year of Ascendancy at 11:58 / 2Killed by Urkis, the High Tempest at level 21 on the 34th Pyre 123rd year of Ascendancy at 22:52 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 91 (base 41) |
| Magic | 48 (base 50) |
| Willpower | 26 (base 13) |
| Cunning | 18 (base 11) |
Resources
| Life | -73/1163 |
| Mana | 280/280 |
| Soul | 12/12 |
| Healing Factor | 1.4655172413794 |
| Regeneration | 81.043103448281 |
Speed
| Mental | 0% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +20% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 4 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 16% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Darkness | +31% |
| Lightning | +32% |
| Light | +19% |
| Temporal | +19% |
| Blight | +13% |
| Physical | +25% |
| Mind | +10% |
| All | +4% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +15% |
| Mind | +15% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 78.240825278447 (30%) |
| Defense | 19 |
| Ranged Defense | 24 |
| Fatigue | 6 |
| Physical Save | 52 |
| Spell Save | 53 |
| Mental Save | 24 |
Defense: Resistances
| Acid | 60%( 70%) |
| Blight | 64%( 70%) |
| Physical | 60%( 70%) |
| Cold | 59%( 70%) |
| All | 56%( 70%) |
| Darkness | 63%( 70%) |
| Temporal | 59%( 70%) |
| Lightning | 74%( 75%) |
| Mind | 57%( 70%) |
| Fire | 69%( 70%) |
| Nature | 61%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 5% |
| Confusion Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 174.93 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 62 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Ice | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Staff magic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Mega Spiked Shell |
| talent | Blurred Mortality |
| talent | Dig |
| talent | Necrotic Aura |
| beneficial effect | You heal for 233.0 health every turn. Mega Turtle Heart Regeneration |
| detrimental effect | The target is poisoned and sick, doing 69.80 nature damage per turn. Each time it tries to use a talent there is 26% chance of failure. Crippling Poison |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | A flow of life spins around the target, regenerating 24.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the repented thief from death by Zubokira the xorn. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Device Mastery (+1 level(s)). | done |
Escort: repented thief (level 2 of Ruins of Kor'Pul) | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * 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. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. * You&WHITELIGHT_GREEN039;ve found the needed naga tongue. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed honey tree root. * You&WHITELIGHT_GREEN039;ve found the needed vial of elder vampire blood. * You&WHITELIGHT_GREEN039;ve found the needed orc heart. | 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 within18 lumberjacks have died. | done |
Till the Blood Runs Clear | done |
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 | Abysscast (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee+ 16 mind Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Armour +8 Fatigue +3% Resists +9% acid +8% lightning +29% fire +3% mind +5% cold A pair of boots made of leather. |
| Light source | brass lantern &039;2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +3% nature Dmg.red +5 all Spell.save +15 (+5 eff.) Mind.save +3 (+2 eff.) Poison- +5% ---------- 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. |
| On head | linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning +7% temporal +3% blight +3% cold +9% nature Spell.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Camindil the Arcdeath (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% blight +18% lightning Res.pen +15% lightning Melee Ret 16 blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +8% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior&0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| On fingers | conjurer&0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) Rings can have magical properties. |
| Around waist | Armiroddadur the Blindtitan1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Melee+ 8 darkness Dmg.mod +12% darkness +4% all ----- def ----- Fatigue -5% Crit.dmg- 15.00% ---------- misc Max.enc +28 A belt that goes around your waist. |
| In main hand | Eclipse (117% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% temporal +15% physical +15% darkness +15% light ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Storm Bringer&1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 14 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 49.72 to 149.17 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. 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 | Ivarebeth (3 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +8 Wil +5 Cun dps ---------- Dmg.mod +6% physical Res.pen +5% physical Melee Ret 6 light ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +16% blight +1% physical +15% darkness Mind.save +11 (+6 eff.) HP.reg +3.30 ---------- misc Stam/turn +0.80 Light +1 A suit of armour made of leather. |
| Cloak | Pawnch&2.0 T2 cloak armor [Unique] Nature While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +5 Fatigue +0% HP.reg +5.00 ---------- misc Max.Air +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
| Around neck | copper amulet &039;0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Melee+ 4 nature Res.pen +5% blight On Mind Hit: 15% Flamespit 2 Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 95 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 95 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 196 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 21%; cure magical)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (479% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 479% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (416% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 416% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (391% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 391% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (408% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 408% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
movement infusion of the wizard (553% speed; 4 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the wizard (548% speed; 5 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
manasurge rune of the warrior (709% regen over 10 turns; 35 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 709% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 397 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 397 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 122)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (133% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 122 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Dazzleraptor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Lck dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +10% physical Acc +6 (+6 eff.) ----- def ----- Defense +14 (+7 eff.) Rng.Def +9 (+4 eff.) Resists +1% physical Unseen.red 11% ---------- misc Light +1 Amulets can have magical properties. |
Neravea0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +5 Con dps ---------- Melee+ 12 physical ----- def ----- Max.HP +20.00 HP.reg +0.20 ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
Sepsisoath0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Melee+ 28 nature 20 light On Hit (Melee): * 30% chance to blind Amulets can have magical properties. |
Xeryma the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% physical Res.pen +10% physical Acc +2 (+2 eff.) ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Max.stam +35.00 Amulets can have magical properties. |
warrior&0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Blazejustice0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee+ 16 lightning 24 nature Dmg.mod +9% lightning Res.pen +20% lightning Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 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. |
Kindleward0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Phys.spd +10% Melee+ 8 acid Dmg.mod +15% acid +7% physical ----- def ----- Resists +6% acid +24% fire Amulets can have magical properties. |
steel amulet of teleportation0.1 T2 amulet jewelry [Ego] Arcane While equipped: ----- def ----- Teleport- +50% Teleport you randomly (rad 35) Puts all charms on 13 cooldown Amulets can have magical properties. |
Deepsvortex0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +20% darkness Max.HP +20.00 Disarm- +24% Pinning- +23% Knockbk- +20% ---------- misc Max.P.En +20.00 Max.N.En +20.00 Rings can have magical properties. |
Geta the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +12% acid +22% cold +3% blight ---------- misc Infravis +1 Rings can have magical properties. |
Zerugar the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +4.0% Melee Ret 8 physical ----- def ----- Armour +4 Phys.save +30 (+9 eff.) Max.HP +42.00 Disarm- +22% Pinning- +26% Knockbk- +24% Rings can have magical properties. |
copper ring &039;0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% light Res.pen +20% acid +15% light ----- def ----- Resists +25% light Rings can have magical properties. |
rogue&0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings can have magical properties. |
Dairutar0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee+ 16 blight Dmg.mod +6% blight +21% temporal Res.pen +10% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Muckwake0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% nature Melee Ret 4 mind 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +24% lightning +3% mind On Mind Hit: 5% Slime Spit 2 Rings can have magical properties. |
Runosathad the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +18% acid +13% physical Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +13% physical Rings can have magical properties. |
Turoyarin the Flowerbright0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +9% nature +16% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +32% fire ---------- misc Hate/kill +4.00 Max.psi +30.00 Rings can have magical properties. |
conjurer&0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Scorchream the iron battleaxe (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 109% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +17 insidious poison +4 lightning On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +9% lightning +18% fire Melee Ret 12 lightning 8 fire Massive two-handed battleaxes. |
Sootnoon (112% power, 5 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +3.0% Atk.spd 100% Melee+ +14 cold On Hit.r1 +8 darkness While equipped: dps ---------- Melee+ 12 physical ----- def ----- Resists +2% physical Phys.save +6 (+2 eff.) Max.HP +40.00 ---------- misc Max.P.En +20.00 Max.N.En +20.00 Sharp, long, and deadly. |
Glythra the steel mace (107% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid While equipped: Stats +1 Str +5 Dex dps ---------- Mov.spd +20% Dmg.mod +6% arcane ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +3 Blunt and deadly. |
Flashsting the ash short starstaff (94% power, 3 apr, light element)3.0 T2 short staff 1H weapon [Rare] Arcane Power 95% Range: 1.1x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Spell.crit +1% Spell.pwr +16 (+6 eff.) Dmg.mod +15% acid +6% fire +8% light ----- def ----- Resists +9% acid +9% fire ---------- misc Mana/turn +0.15 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
Gulewen the steel waraxe (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: 10% Ice Breath 1 On Hit: 5% Acidic Spray 1 While equipped: dps ---------- Dmg.mod +9% physical Apr +4 ----- def ----- Mind.save +6 (+3 eff.) Heal.mod +5% Heal/summ +30 ---------- misc Equi/ret +0.12 One-handed war axes. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
vined mindstar &039; (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 16 lightning 8 darkness Dmg.mod +5% acid Melee Ret 8 lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Stealth +20 ---------- misc Equi/ret +1.10 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. |
Bilequeller the steel ritual blade (101% power, 6 apr) Bilequeller the steel ritual blade (101% power, 6 apr)1.0 T2 ritual blade 1H weapon Reqs Dex 14 [Rare] Arcane Power 101% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +4.0% Atk.spd 100% Dmg.conv 15% darkness While equipped: dps ---------- Spell.crit +4% Melee+ 16 nature Dmg.mod +18% arcane +12% darkness +12% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% arcane ---------- misc Light -1 Infravis +1 Sharp, short and deadly. |
Searwarden the pouch of steel shots (18/18, 133% power, 4 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Nature Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +18 lightning +8 physical On Crit.r2 +9 lightning +12 fire +24 physical Shots are used with slings to pummel your foes to death. |
Xawen the iron shield (4 def, 7 armour, 50 block)7.0 T1 shield armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Mov.spd +20% Melee+ 4 temporal ----- def ----- Armour +7 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Light +1 Infravis +2 Talents +1 Block Handheld deflection devices. |
Mossy Shell Section (-80 def, 40 armour, 310 block) Mossy Shell Section (-80 def, 40 armour, 310 block)7.0 T4 shield armor Reqs Wil 35,Str 35 [Unique] Nature While equipped: ----- def ----- Armour +40 Defense -80 (-19 eff.) Fatigue +12% Resists +35% acid +45% nature ---------- misc Max.Air +125.00 Talents +4 Block On block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent&039;t ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. |
Khelogaharahad the Dazzlevice (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Melee+ 4 blight Dmg.mod +14% light +6% blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +36% light +12% blight ---------- misc Max.P.En +20.00 Max.N.En +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloroba the Lightningoozer (14 def, 14 armour)9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +7 Dex +9 Mag +5 Wil +6 Cun dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 8 lightning ----- def ----- Armour +14 Defense +14 (+7 eff.) Rng.Def +9 (+4 eff.) Fatigue +8% Resists +6% light +24% fire Max.HP +53.00 Pinning- +5% A suit of armour made of leather. |
Lightworm the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +5 Cun +2 Str dps ---------- Melee+ 16 light Dmg.mod +9% light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +21% acid ---------- misc Max.P.En +15.00 Max.N.En +15.00 See.Invis +15 Telepathy Dragon A suit of armour made of mail. |
Firewitch the steel plate armour (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Rare] Nature While equipped: dps ---------- Melee+ 16 fire Dmg.mod +6% temporal Melee Ret 12 fire ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +15% temporal Max.HP +54.00 HP.reg +2.20 Heal.mod +16% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Healjam1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee+ 12 light Dmg.mod +3% nature Res.pen +15% nature Melee Ret 8 nature On Hit (Melee): * 15% chance to blind ----- def ----- HP.reg +0.60 Heal.mod +13% On Mind Hit: 5% Poisonous Spores 1 A belt that goes around your waist. |
Karim the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Melee+ 8 mind ----- def ----- Resists +7% cold +10% fire ---------- misc Psi/kill +6.00 A belt that goes around your waist. |
Gemida the Thunderimmortal (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee+ 16 lightning 8 nature Dmg.mod +6% lightning Melee Ret 8 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +7% temporal +3% nature A pair of boots made of leather. |
Yvoyanor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- S.pwr/crit +10 Melee+ 8 arcane Melee Ret 20 blight ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +60.00 A pair of boots made of leather. |
Gliba (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Mov.spd +20% Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +2% Anom.red +20 ---------- misc Max.P.En +15.00 Max.N.En +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Scaldresolve (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning +6% fire +12% physical Melee Ret 8 physical ----- def ----- Armour +1 Resists +6% lightning Max.HP +30.00 ---------- misc Stam/turn +0.20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of dispersion (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Melee+ 4 arcane 5 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +4% arcane +5% light Disperse Magic: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murkvein the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +9% mind Melee Ret 16 nature ----- def ----- Armour +2 Resists +16% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% lightning Melee Ret 20 lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% fire +5% cold A pointy cloth hat, very wizardly... |
linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +6% fire +7% cold Dmg.red +5 all A pointy cloth hat, very wizardly... |
Shimmerbreeze (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +3 Mag +4 Con dps ---------- Melee+ 8 lightning Dmg.mod +12% lightning +13% cold ----- def ----- Defense +2 (+1 eff.) Resists +19% cold A pointy cloth hat, very wizardly... |
4 nuummite 4 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+5 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 hematite 5 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+8 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+8 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
geode geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger& tiger&0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
275 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 98.56 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 98.56 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe &039; (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Wil dps ---------- Dmg.mod +2% all Res.pen +5% physical ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 Asphyxiation (1/1)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 21 power out of 25/25 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Cuthorakan the Sunwrest [power 110] (17 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Melee+ 16 light Dmg.mod +21% light Melee Ret 20 mind ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Heal a target within range 7 (based on Willpower) for 110 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
arcane yew wand of clairvoyance [power 11] (5 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 5 cooldown 100% to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SlowSpikyDeath the MegaTurtle Necromancer level 14
10th Allure 123rd year of Ascendancy at 09:22 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By SlowSpikyDeath the MegaTurtle Necromancer level 16
21st Regrowth 123rd year of Ascendancy at 22:20 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By SlowSpikyDeath the MegaTurtle Necromancer level 19
11st Pyre 123rd year of Ascendancy at 18:50 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By SlowSpikyDeath the MegaTurtle Necromancer level 10
60th Haze 122nd year of Ascendancy at 10:11 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By SlowSpikyDeath the MegaTurtle Necromancer level 20
13rd Pyre 123rd year of Ascendancy at 02:04 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By SlowSpikyDeath the MegaTurtle Necromancer level 16
36th Regrowth 123rd year of Ascendancy at 17:42 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By SlowSpikyDeath the MegaTurtle Necromancer level 7
43rd Haze 122nd year of Ascendancy at 05:39 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By SlowSpikyDeath the MegaTurtle Necromancer level 5
29th Haze 122nd year of Ascendancy at 19:59 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By SlowSpikyDeath the MegaTurtle Necromancer level 15
14th Regrowth 123rd year of Ascendancy at 20:11 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By SlowSpikyDeath the MegaTurtle Necromancer level 17
67th Regrowth 123rd year of Ascendancy at 21:53 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By SlowSpikyDeath the MegaTurtle Necromancer level 12
80th Haze 122nd year of Ascendancy at 14:06 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By SlowSpikyDeath the MegaTurtle Necromancer level 13
8th Decay 122nd year of Ascendancy at 11:59 see stats
Log
Crippling Poison from Urkis, the High Tempest hits SlowSpikyDeath for (26 resist armour), 7 nature (7 total damage).
Mega Spiked Shell hits Urkis, the High Tempest for 6 nature damage.
SlowSpikyDeath receives 47 healing.
SlowSpikyDeath resists!
Mega Spiked Shell hits Urkis, the High Tempest for 5 lightning damage.
Urkis, the High Tempest&fbd578LASTROYAL_BLUELASTROYAL_BLUELASTLAST039;s devouring flames area effect drains life from Bloated ooze!
Urkis, the High Tempest&LAST039;s devouring flames area effect drains life from Bloated ooze!
Urkis, the High Tempest&LAST039;s devouring flames area effect drains life from Layussra the grizzly bear!
Urkis, the High Tempest&LASTORANGE039;Poison&LASTLayussra the grizzly bear shares damage with his oozes!
Urkis, the High Tempest receives 2 healing from Bloated ooze.
Urkis, the High Tempest receives 2 healing from Bloated ooze.
Mega Spiked Shell hits Urkis, the High Tempest for 7 fire damage.
Urkis, the High Tempest receives 4 healing from Storm drake.
Urkis, the High Tempest receives 2 healing from Bloated ooze.
Urkis, the High Tempest receives 4 healing from Storm drake.
Urkis, the High Tempest&LIGHT_REDLASTLAST039;s devouring flames area effect hits Bloated ooze for 20 fire damage.
Urkis, the High Tempest&fbd578LASTLIGHT_REDLASTLIGHT_REDLASTLAST039;s devouring flames area effect hits Storm drake for 40 fire damage.
Urkis, the High Tempest&LIGHT_REDLASTLAST039;s devouring flames area effect hits Layussra the grizzly bear for 8 fire damage.
Urkis, the High Tempest&LIGHT_REDLASTLASTLAST















































































































