
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.5.0Official 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:
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. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. FlexSpec Respec Limitation Relaxer 1.5.5Faerie Race 1.5.2This 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 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. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Exponential Leveling For Adventuring Party 1.5.5Exponential Leveling Add-on made by ErrantNyles, with tweaks by Felix from Steam to make it compatible with Adventuring Party. Tweaks made by me to not earn some of the rewards that are given in Campaign mode. Haven't updated it fully yet to not give said rewards in other modes Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Sholtar |
Class | Gunslinger |
Level / Exp | 50 / 2353% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 96 (base 60) |
Dexterity | 114 (base 60) |
Constitution | 80 (base 60) |
Magic | 86 (base 60) |
Willpower | 95 (base 60) |
Cunning | 135 (base 60) |
Resources
Mana | 794/794 |
Psi | 685/685 |
Vim | 796/796 |
Life | 2273/2273 |
Steam | 130/130 |
Healing Factor | 1.5419999999999 |
Regeneration | 2.0816999999999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 12 |
Infravision | 15 |
See Stealth | 157.05702480031 |
See Invisible | 161.47973590649 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 173 |
Accuracy | 86 |
Crit Chance | 96% |
APR | 50 |
Speed | 1.00 |
Offense: Offhand
Damage | 173 |
Accuracy | 86 |
Crit Chance | 96% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +96% |
Light | +57% |
Physical | +61% |
Cold | +87% |
Arcane | +87% |
Fire | +96% |
All | +27% |
Offense: Damage Penetration
Lightning | +30% |
Physical | +27% |
Fire | +30% |
Nature | +10% |
Arcane | +30% |
Cold | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 66 (70.376569037657%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 60 |
Mental Save | 60 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 35%( 70%) |
Physical | + 47%( 70%) |
Cold | + 58%( 70%) |
All | + 33%( 70%) |
Lightning | + 66%( 70%) |
Light | + 53%( 70%) |
Temporal | + 46%( 70%) |
Fire | + 64%( 70%) |
Darkness | + 55%( 70%) |
Defense: Immunities
Pinning Resistance | 16% |
Disarm Resistance | 50% |
Confusion Resistance | 10% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 213% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Willpower stat. |
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 530 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.74 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.34 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Sholtar | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 13/50 |
| 31/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Hymns | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Adventure Friendly Fire Disabler |
talent | Blur Sight |
talent | Keen Senses |
talent | Vampiric Gift |
talent | Chant of Resistance |
talent | Evasive Shots |
talent | Inner Power |
talent | Roll With It |
talent | Automated Cloak Tessellation |
talent | Shock Hands |
talent | Premonition |
talent | Hymn of Detection |
talent | Fiery Hands |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you learnt talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 343. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of greater demon bile. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 7.0 staff 1H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 106 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Nature/Psionic Power 55.5 - 66.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 24 Ranged+ +17 darkness +11 gravity Against +8% Living On Hit: * 10% chance to crush the target While equipped: ---------- misc Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +4 Fatal Attractor Gauntlets. But with steam power! |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +30% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +9 See.Stealth +10 Call light (146 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +15 Cun +22 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +18 (+4 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On feet | ![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Mov.spd +10% ----- def ----- Armour +6 Fatigue -3% Max.HP +47.00 ---------- misc Stam/turn +0.50 Talents +5 Rocket Boots Disengage: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
Tool | ![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Resists +15% darkness Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 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 (+3 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +13 (+3 eff.) Melee+ 29 light Ranged+ 30 light On Hit (Melee): * 24% chance to blind On Hit (Ranged): * 24% chance to blind Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +3 Con dps ---------- Melee Ret 16 blight ----- def ----- Resists +3% blight Phys.save +15 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +17 (+4 eff.) ---------- misc Masteries +0.24 Cunning/Survival +0.24 Steamtech/Bullets mastery Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 nature Against +0% Undead +0% Demon +0% Horror On Hit: * shock your foe dealing 51 damage and draining some of their resources Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +19% physical Res.pen +10% nature ----- def ----- Resists +6% all ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Nature/Psionic While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +13 (+2 eff.) Mind.pwr +11 (+2 eff.) ----- def ----- Armour +5 Resists +5% all Phys.save +19 (+5 eff.) ---------- misc Size +1 Talents +5 Thunder Grenade A belt that goes around your waist. |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +48 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +600% Dmg.conv 27% temporal Against +0% Undead +0% Demon +0% Horror On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +12% physical Phasing +46% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +4 (+0 eff.) ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +30% lightning +20% temporal +18% darkness +18% cold Stun/Frz- +50% Def/telep +12 Res/telep +12% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.crit +9.0% Spell.crit +5% Mind.crit +5% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) Dmg.mod +10% all ----- def ----- Armour +29 Defense +11 (+3 eff.) Fatigue +8% Crit.dmg- 35.00% A suit of armour made of leather. |
Inventory
![]() 0.1 T2 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 528 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 673.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T5 rune scroll [Unique] Arcane 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 spell Description: You will have to try it to discover what it does. Inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +14 (+3 eff.) Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% Melee+ 9 light 10 darkness Dmg.mod +7% light +9% darkness On Melee Ret: * 9% chance to inflict 15% damage reduction * 12% chance to blind ----- def ----- Fatigue -6% HP.reg +0.70 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 light 12 darkness Dmg.mod +8% light +10% darkness On Melee Ret: * 11% chance to inflict 15% damage reduction * 5% chance to blind ----- def ----- Armour +6 Defense +9 (+2 eff.) Res.Cap +4% all Phys.save +20 (+5 eff.) Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +7 (+1 eff.) ----- def ----- Blind- +26% ---------- misc Infravis +5 See.Stealth +8 See.Invis +8 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+2 eff.) ----- def ----- Resists +15% acid +13% fire +11% lightning +23% cold Rings can have magical properties. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 Ranged+ +45 crippling poison A vile poison drips from the tips of these arrows. This item has been sent to the Item's Vault. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 52.0 - 72.8 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Ranged+ +8 lightning +20 temporal +30 bleed On Hit.r1 +16 temporal On Crit.r2 +12 temporal On Hit: * 45% chance to gain 10% of a turn (3/turn limit) On Crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 54.5 - 76.3 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Proj.spd +200% Ranged+ +8 fire +15 physical +21 temporal +26 bleed On Hit.r1 +8 acid On Crit.r2 +8 acid +4 fire On Hit: * 10% chance to create an air burst * 10% chance to stun, blind, pin, or confuse the target On Crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Nature Power 64.0 - 76.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +7 Crit +7.0% Capacity 20 Ranged+ +33 lightning +8 physical On Hit.r1 +32 mind On Crit.r2 +12 lightning +8 physical +12 mind While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature Power 52.5 - 63.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +32 insidious poison +15 temporal +15 physical On Hit: * 10% chance to stun, blind, pin, or confuse the target Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) Dmg.mod +10% acid +14% physical +11% light +10% fire +6% darkness +8% cold ----- def ----- Defense +5 (+1 eff.) Resists +16% acid +14% physical +18% fire +14% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) Melee Ret 12 mind ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% temporal Heal/summ +20 ---------- misc Psi/ret +0.16 Hate/m.crit +5.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +9 Dex ----- def ----- Armour +16 Defense +10 (+2 eff.) Fatigue +8% Resists +11% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +8 Dex +7 Mag +6 Wil +7 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +12 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +8% Max.HP +49.00 A suit of armour made of leather. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +8 Dex +3 Wil dps ---------- Dmg.mod +20% darkness Res.pen +20% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +21% darkness Stealth +25 Die.at -40.00 life Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Res.pen +11% physical ----- def ----- Armour +5 Fatigue +5% Resists +10% fire +10% cold A pair of boots made of leather. |
![]() 2.0 T5 head armor [Ego++] Nature While equipped: Stats +10 Lck dps ---------- Phys.crit +11.0% Spell.crit +10% Mind.crit +10% Dmg.mod +10% all ----- def ----- Armour +5 Fatigue +5% Resists +11% nature Spell.save +6 (+1 eff.) Max.HP +53.00 Heal.mod +18% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +9% light +9% blight On Hit (Melee): * 30% chance to blind * 20% chance to disease ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +18% light Mind.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Dex dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +3% mind +0% light Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +15 (+4 eff.) Resists +10% temporal +13% darkness +15% blight +10% cold +12% light Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +19 (+5 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Light +4 Infravis +6 See.Stealth +0 See.Invis +14 Telepathy Humanoid/Orc The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 16 cooldown Level 1.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 36 blight damage or heals 43 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +11% Mind.pwr +9 (+2 eff.) ----- def ----- Mind.save +25 (+6 eff.) ---------- misc Light +4 See.Stealth +19 See.Invis +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 43 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 57.80 cold damage and 49.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
great healing salve [power 697] great healing salve [power 697]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 54% cooldown modifier. Heal 697 Puts Talent Medical Injector on 8 cooldown Medical salve. |
great regeneration salve [power 877] great regeneration salve [power 877]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 54% cooldown modifier. Heal 877 over 5 turns Puts Talent Medical Injector on 8 cooldown Medical salve. |
amazing fiery salve [power 56] amazing fiery salve [power 56]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (56% fire, light and lightning affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 56] amazing frost salve [power 56]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (56% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
amazing water salve [power 56] amazing water salve [power 56]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (56% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 43 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 53 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 107 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 690.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +12% mind +6% lightning Res.pen +20% acid Melee Ret 16 mind ----- def ----- Resists +15% mind ---------- misc Talents +4 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 57 and armour hardiness by 60% Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 6 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Balthier the Sholtar Gunslinger level 37
2nd Haze 123rd year of Ascendancy at 09:07 see stats
By Balthier the Sholtar Gunslinger level 44
1st Wintertide 124th year of Ascendancy at 15:11 see stats
By Balthier the Sholtar Gunslinger level 37
1st Time of Equilibrium 123rd year of Ascendancy at 12:31 see stats
By Balthier the Sholtar Gunslinger level 41
43rd Haze 123rd year of Ascendancy at 05:30 see stats
By Balthier the Sholtar Gunslinger level 45
10th Allure 124th year of Ascendancy at 10:30 see stats
By Balthier the Sholtar Gunslinger level 50
12nd Dusk 124th year of Ascendancy at 22:50 see stats
By Balthier the Sholtar Gunslinger level 50
72nd Regrowth 124th year of Ascendancy at 16:38 see stats
By Balthier the Sholtar Gunslinger level 40
40th Haze 123rd year of Ascendancy at 12:07 see stats
By Balthier the Sholtar Gunslinger level 37
7th Haze 123rd year of Ascendancy at 07:50 see stats
By Balthier the Sholtar Gunslinger level 11
8th Dusk 122nd year of Ascendancy at 08:00 see stats
By Balthier the Sholtar Gunslinger level 50
38th Dusk 124th year of Ascendancy at 10:36 see stats
By Balthier the Sholtar Gunslinger level 39
10th Haze 123rd year of Ascendancy at 21:15 see stats
By Balthier the Sholtar Gunslinger level 30
10th Dusk 123rd year of Ascendancy at 05:11 see stats
By Balthier the Sholtar Gunslinger level 40
10th Haze 123rd year of Ascendancy at 22:22 see stats
By Balthier the Sholtar Gunslinger level 42
9th Decay 123rd year of Ascendancy at 06:51 see stats
By Balthier the Sholtar Gunslinger level 50
51st Dusk 124th year of Ascendancy at 08:35 see stats
By Balthier the Sholtar Gunslinger level 19
21st Regrowth 123rd year of Ascendancy at 19:21 see stats
By Balthier the Sholtar Gunslinger level 20
27th Regrowth 123rd year of Ascendancy at 01:28 see stats
By Balthier the Sholtar Gunslinger level 50
40th Dusk 124th year of Ascendancy at 09:53 see stats
By Balthier the Sholtar Gunslinger level 31
13rd Dusk 123rd year of Ascendancy at 05:36 see stats
By Balthier the Sholtar Gunslinger level 37
6th Haze 123rd year of Ascendancy at 00:49 see stats
By Balthier the Sholtar Gunslinger level 27
10th Pyre 123rd year of Ascendancy at 04:22 see stats
By Balthier the Sholtar Gunslinger level 47
10th Allure 124th year of Ascendancy at 11:22 see stats
By Balthier the Sholtar Gunslinger level 44
2nd Wintertide 124th year of Ascendancy at 02:36 see stats
By Balthier the Sholtar Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 02:36 see stats
By Balthier the Sholtar Gunslinger level 20
22nd Regrowth 123rd year of Ascendancy at 05:52 see stats
By Balthier the Sholtar Gunslinger level 30
8th Dusk 123rd year of Ascendancy at 15:33 see stats
By Balthier the Sholtar Gunslinger level 40
10th Haze 123rd year of Ascendancy at 22:22 see stats
By Balthier the Sholtar Gunslinger level 50
39th Regrowth 124th year of Ascendancy at 10:17 see stats
By Balthier the Sholtar Gunslinger level 32
42nd Dusk 123rd year of Ascendancy at 09:46 see stats
By Balthier the Sholtar Gunslinger level 50
38th Dusk 124th year of Ascendancy at 17:43 see stats
By Balthier the Sholtar Gunslinger level 48
15th Regrowth 124th year of Ascendancy at 11:55 see stats
By Balthier the Sholtar Gunslinger level 49
17th Regrowth 124th year of Ascendancy at 10:05 see stats
By Balthier the Sholtar Gunslinger level 11
2nd Summertide 122nd year of Ascendancy at 01:56 see stats
By Balthier the Sholtar Gunslinger level 32
21st Dusk 123rd year of Ascendancy at 14:54 see stats
By Balthier the Sholtar Gunslinger level 50
28th Pyre 124th year of Ascendancy at 16:39 see stats
By Balthier the Sholtar Gunslinger level 27
24th Pyre 123rd year of Ascendancy at 06:56 see stats
By Balthier the Sholtar Gunslinger level 26
58th Regrowth 123rd year of Ascendancy at 02:23 see stats
By Balthier the Sholtar Gunslinger level 39
10th Haze 123rd year of Ascendancy at 22:20 see stats
By Balthier the Sholtar Gunslinger level 50
51st Dusk 124th year of Ascendancy at 08:33 see stats
By Balthier the Sholtar Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 02:56 see stats
By Balthier the Sholtar Gunslinger level 50
38th Dusk 124th year of Ascendancy at 15:37 see stats
By Balthier the Sholtar Gunslinger level 21
46th Regrowth 123rd year of Ascendancy at 12:00 see stats
By Balthier the Sholtar Gunslinger level 50
51st Dusk 124th year of Ascendancy at 08:35 see stats
By Balthier the Sholtar Gunslinger level 32
21st Dusk 123rd year of Ascendancy at 01:36 see stats
By Balthier the Sholtar Gunslinger level 10
7th Mirth 122nd year of Ascendancy at 20:55 see stats
By Balthier the Sholtar Gunslinger level 50
47th Regrowth 124th year of Ascendancy at 00:09 see stats
By Balthier the Sholtar Gunslinger level 21
46th Regrowth 123rd year of Ascendancy at 00:27 see stats
By Balthier the Sholtar Gunslinger level 30
8th Dusk 123rd year of Ascendancy at 15:33 see stats
By Balthier the Sholtar Gunslinger level 12
35th Dusk 122nd year of Ascendancy at 06:15 see stats
By Balthier the Sholtar Gunslinger level 35
1st Time of Equilibrium 123rd year of Ascendancy at 04:03 see stats
Log
Balthier drops on the floor: The Guardian's Totem.
Your The Guardian's Totem is magically sorted by the storage room.
Balthier drops on the floor: Tree of Life.
Your Tree of Life is magically sorted by the storage room and put in a pile with the others items of the same type.
Balthier drops on the floor: Scattermind (20/20, 17-20.4 power, 7 apr).
Your Scattermind (20/20, 17-20.4 power, 7 apr) is magically sorted by the storage room.
Balthier deactivates Roll With It.
Balthier deactivates Premonition.
Balthier deactivates Inner Power.
Balthier tessellates his cloak!
Balthier deactivates Evasive Shots.
Balthier deactivates Adventure Friendly Fire Disabler.
Balthier deactivates Blur Sight.
Balthier deactivates Hymn of Detection.
Balthier deactivates Chant of Resistance.
Balthier deactivates Keen Senses.
Balthier deactivates Blurred Mortality.
Balthier deactivates Vampiric Gift.
Balthier deactivates Shock Hands.
Balthier deactivates Fiery Hands.
Loyal Ogre Doombringer deactivates Chant of Resistance.
Loyal Ogre Doombringer deactivates Hymn of Shadows.
Loyal Ogre Doombringer deactivates Adventure Friendly Fire Disabler.
Loyal Ogre Doombringer deactivates Eternal Suffering.
Loyal Ogre Doombringer deactivates Abyssal Shield.
Loyal Ogre Doombringer deactivates Horrifying Blows.