


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Annihilator |
Level / Exp | 26 / 64% |
Size | big |
Lifes / Deaths | Killed by Vorogann the elven blood mage at level 26 on the 74th Dusk 122nd year of Ascendancy at 18:52 / 2Killed by Ce'Novea the elven tempest at level 26 on the 74th Dusk 122nd year of Ascendancy at 20:28 |
Primary Stats
Strength | 19 (base 11) |
Dexterity | 63 (base 57) |
Constitution | 22 (base 22) |
Magic | 18 (base 10) |
Willpower | 11 (base 10) |
Cunning | 60 (base 55) |
Resources
Life | -120/603 |
Steam | 36/100 |
Healing Factor | 1.4124166372472 |
Regeneration | 11.511195593565 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 31 |
See Invisible | 30 |
Offense: Mainhand
Damage | 41 |
Accuracy | 65 |
Crit Chance | 30% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +22% |
Arcane | +9% |
Cold | +9% |
All | 0% |
Temporal | +10% |
Physical | +19% |
Fire | +26% |
Nature | +19% |
Offense: Damage Penetration
Physical | +8% |
Temporal | +6% |
Mind | +5% |
Arcane | +15% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 46 (30%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 16 |
Physical Save | 27 |
Spell Save | 25 |
Mental Save | 22 |
Defense: Resistances
Acid | + 48%( 73%) |
Blight | + 54%( 73%) |
Physical | + 43%( 73%) |
Cold | + 68%( 73%) |
All | + 19%( 73%) |
Lightning | + 37%( 73%) |
Temporal | + 34%( 73%) |
Darkness | + 34%( 73%) |
Fire | + 54%( 73%) |
Nature | + 57%( 73%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Pinning Resistance | 50% |
Poison Resistance | 50% |
Blind Resistance | 26% |
Inscriptions (4/4)
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 8.4 steam per turn. Can be activated for an instant burst of 42 steam. 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 96% efficiency and cooldown mod of 61%. Its effects scale with your Magic 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 130% efficiency and cooldown mod of 78%. |
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 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed black mamba head. * You've found the needed bloated horror heart. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +3 Rocket Boots These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (76 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (130 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 0/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 140% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +14 Apr +3 Crit +5.0% Capacity 19 Ranged+ +8 temporal +4 light +20 nature On Hit.r1 +20 darkness +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 15% While equipped: ---------- misc Talents +3 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% cold Melee Ret 2 nature ----- def ----- Resists +6% acid +6% fire +3% lightning Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Falador the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +3% temporal +3% darkness +6% blight +6% fire +6% cold ---------- misc Light +5 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +12 (+3 eff.) Apr +5 ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +102% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Dmg.mod +3% temporal Melee Ret 4 acid ----- def ----- Blind- +26% ---------- misc Equi/ret +0.04 Infravis +4 See.Stealth +10 See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-5 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 97.46 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Res.pen +5% mind Acc +7 (+1 eff.) Apr +13 ----- def ----- Armour +4 Defense +8 (+3 eff.) Resists +3% lightning +8% physical +12% nature Res.Cap +3% all Phys.save +14 (+7 eff.) ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 acid On Hit.r1 +12 mind +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +6 Mag dps ---------- Phys.crit +9.0% Dmg.mod +11% acid +8% physical +7% temporal Res.pen +6% temporal +8% physical Acc +7 (+1 eff.) ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +15% nature +16% temporal +16% darkness +25% cold Def/telep +21 Res/telep +13% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 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 | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +9% acid +11% physical +12% blight +9% cold +9% arcane +6% fire Res.pen +15% arcane ----- def ----- Resists +11% acid +12% physical +6% lightning +17% blight +10% cold +11% fire +9% all Max.HP +40.00 HP.reg +7.90 Heal.mod +16% Poison- +50% Disease- +50% Cut- +50% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 213.40 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 spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% acid +9% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +6% nature Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +9% light Res.pen +5% darkness ----- def ----- Fatigue -5% Crit.dmg- 15.00% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +9 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +18% mind +15% cold Res.pen +15% mind +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Fatigue -9% Resists +6% mind +9% cold HP.reg +5.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Stun/Frz- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +21% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Armour +10 Resists +3% blight +12% temporal Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +4 Mag dps ---------- Phys.crit +10.0% Phys.pwr +20 (+9 eff.) Melee Ret 6 nature ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Massive two-handed swords. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 temporal On Hit: * Create an explosion dealing 24 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +22% acid Res.pen +11% acid +11% physical +15% darkness +5% temporal Acc +13 (+3 eff.) Apr +10 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% temporal Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+8 eff.) All.spd +6% Melee+ 6 fire Dmg.mod +8% fire Res.pen +9% fire ----- def ----- Resists +8% fire ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 12 cold Dmg.mod +13% lightning +17% cold +14% fire Res.pen +8% cold ----- def ----- Armour +10 Resists +14% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego++] Arcane/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 Uses 1.0 Steam When used to Attack: Melee+ +12 light +12 darkness On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +12% light +11% darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +10% light +15% darkness ---------- misc Wards +4 lightning +4 temporal +5 darkness +5 fire +5 nature +4 blight +4 cold +5 arcane +5 light Talents +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() cured leather sling 'Gowe' 4.0 T2 sling 1H weapon [Random Unique] Arcane/Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +5 cold On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +2 Str +6 Wil +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +12% cold ----- def ----- Defense +10 (+3 eff.) Resists +2% physical Max.HP +14.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 shot ammo [Rare] Arcane Power 127% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +4 nature On Hit.r1 +16 nature On Crit.r2 +20 cold On Hit: * 10% chance to reduce armor by 21% * 10% chance to slow global speed by 43% * 25% chance for lightning to strike from the target to a second target dealing 24 damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Arcane/Master Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 19 On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() woollen robe 'Bethann' (0 def, 0 armour) 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +3 Wil +1 Con dps ---------- Spell.crit +2% Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Spell.pwr +3 (+2 eff.) Dmg.mod +9% temporal +7% arcane +10% cold Apr +1 ----- def ----- Resists +11% darkness +15% cold +10% mind +9% all Phys.save +11 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +23 (+11 eff.) ---------- misc Max.mana +28.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +40.00 HP.reg +1.90 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Resists +10% darkness +27% fire +14% mind +13% all Phys.save +15 (+7 eff.) Spell.save +14 (+7 eff.) Mind.save +32 (+16 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +16% all ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +14% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Mind.pwr +20 (+10 eff.) Dmg.mod +6% mind +12% fire Res.pen +20% mind ----- def ----- Defense +25 (+8 eff.) Fatigue -8% Resists +9% acid Mind.save +9 (+4 eff.) ---------- misc Max.enc +40 A belt that goes around your waist. |
![]() linen cloak 'Beruyavon' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Res.pen +15% mind Acc +5 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak 'Harytorand' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +4 Con dps ---------- Dmg.mod +3% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Defense +1 (+0 eff.) Resists +0% nature +0% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Bethomira (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +2 Mag +2 Con dps ---------- Dmg.mod +15% blight ----- def ----- Armour +3 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.60 Max.stam +15.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% physical Res.pen +25% temporal ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +3% Die.at -80.00 life ---------- misc Stam/turn +3.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +5% cold +5% darkness ---------- misc Mana/turn +0.21 A pointy cloth hat, very wizardly... |
![]() Gowe the Heatraider (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% acid +3% fire +12% light Res.pen +25% acid ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +21% cold +12% darkness +9% lightning Res.pen +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
![]() Glintimmortal the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 21% * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 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 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 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 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 96% efficiency and 61% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 206] powerful healing salve [power 206]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 96% efficiency and 61% cooldown modifier. Heal 206 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 178] powerful pain suppressor salve [power 178]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 96% efficiency and 61% cooldown modifier. Let you fight up to -178 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 34/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +10 Str +2 Mag dps ---------- Dmg.mod +6% acid Res.pen +10% acid Apr +11 ----- def ----- Resists +12% lightning ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% cold Reveal the area around you, dispelling darkness (radius 11, power 44 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Grunn Sohot the Ogre Annihilator level 16
5th Dusk 122nd year of Ascendancy at 22:01 see stats
By Grunn Sohot the Ogre Annihilator level 21
65th Dusk 122nd year of Ascendancy at 22:56 see stats
By Grunn Sohot the Ogre Annihilator level 23
68th Dusk 122nd year of Ascendancy at 13:24 see stats
By Grunn Sohot the Ogre Annihilator level 10
8th Mirth 122nd year of Ascendancy at 17:48 see stats
By Grunn Sohot the Ogre Annihilator level 20
48th Dusk 122nd year of Ascendancy at 15:01 see stats
By Grunn Sohot the Ogre Annihilator level 26
73rd Dusk 122nd year of Ascendancy at 15:58 see stats
By Grunn Sohot the Ogre Annihilator level 20
51st Dusk 122nd year of Ascendancy at 23:42 see stats
By Grunn Sohot the Ogre Annihilator level 23
67th Dusk 122nd year of Ascendancy at 10:45 see stats
By Grunn Sohot the Ogre Annihilator level 15
9th Flare 122nd year of Ascendancy at 08:28 see stats
By Grunn Sohot the Ogre Annihilator level 26
74th Dusk 122nd year of Ascendancy at 18:52 see stats
Log
Vorogann the elven blood mage receives 122 healing from Sudden Growth.
Burning Phosphorous from Grunn Sohot hits Ce'Novea the elven tempest for 4 fire damage.
Burning Phosphorous from Grunn Sohot hits Vorogann the elven blood mage for 15 fire damage.
Melee retaliation hits Ce'Novea the elven tempest for 1 acid, 1 nature, 1 acid, 0 nature (3 total damage).
Thunderstorm hits Grunn Sohot for (0 exoskeleton), 18 lightning, (0 exoskeleton), 21 lightning (39 total damage).
Thunderstorm hits Flame turret for 24 lightning, 28 lightning (52 total damage).
Ce'Novea the elven tempest hits Grunn Sohot for (262 exoskeleton), 262 darkness, (3 exoskeleton), 3 cold, (4 exoskeleton), 4 acid, (3 exoskeleton), 3 fire, (7 exoskeleton), 7 fire, (2 exoskeleton), 2 blight, (16 exoskeleton), 26 darkness, (0 exoskeleton), 303 darkness, (0 exoskeleton), 8 acid, (0 exoskeleton), 6 fire, (0 exoskeleton), 14 fire, (0 exoskeleton), 3 blight, (0 exoskeleton), 42 darkness, (0 exoskeleton), 14 acid, (0 exoskeleton), 7 nature (703 total damage).
Ce'Novea the elven tempest hits Flame turret for 20 acid, 12 nature (32 total damage).
Flame turret uses Flamethrower.
Flame turret hits Ce'Novea the elven tempest for 19 fire damage.
Grunn Sohot ignites his Anti-Gravity Boots, creating a blast of fire that launches him in the air!
Ce'Novea the elven tempest resists the punch!
Flame turret resists the punch!
Vorogann the elven blood mage is on fire!
Vorogann the elven blood mage resists the punch!
Grunn Sohot lands in a firey explosion!
Grunn Sohot hits Vorogann the elven blood mage for 28 fire damage.
Grunn Sohot hits Flame turret for 14 fire damage.
Grunn Sohot hits Ce'Novea the elven tempest for 0 fire damage.
Talent Antimagic Shell is ready to use.
Burning from Ce'Novea the elven tempest hits Grunn Sohot for (0 exoskeleton), 23 fire (23 total damage).
Grunn Sohot receives 1 healing from Bloodcaller.
Grunn Sohot hits Something for 22 lightning, 32 acid (54 total damage).
Melee retaliation hits Grunn Sohot for (0 exoskeleton), 1 acid (1 total damage).
Vorogann the elven blood mage's corrosive acid area effect hits Ce'Novea the elven tempest for 0 acid damage.
Ce'Novea the elven tempest performs a melee critical strike against Grunn Sohot!
Melee retaliation hits Ce'Novea the elven tempest for 1 acid, 1 nature, 1 acid, 1 nature (4 total damage).
Ce'Novea the elven tempest hits Grunn Sohot for (15 exoskeleton), 545 darkness (545 total damage).
Grunn Sohot the level 26 ogre annihilator was darkened to death by Ce'Novea the elven tempest on level 2 of Dark crypt.