
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 21 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Lisekira the stone troll at level 7 on the 5th Mirth 122nd year of Ascendancy at 17:58 0 / 6Killed by Ce'Nerabretira the brown bear at level 13 on the 10th Dusk 122nd year of Ascendancy at 11:05 Killed by Xanogann the gloomy cave bear at level 15 on the 12nd Dusk 122nd year of Ascendancy at 08:53 Killed by Eilinotira the sandworm destroyer at level 21 on the 34th Dusk 122nd year of Ascendancy at 15:42 Killed by Isilekira the minotaur at level 21 on the 45th Haze 122nd year of Ascendancy at 03:15 Killed by Betoriavena the bandit at level 21 on the 45th Haze 122nd year of Ascendancy at 22:12 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 69 (base 48) |
| Constitution | 10 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 67 (base 44) |
Resources
| Life | -72/532 |
| Steam | 94/100 |
| Healing Factor | 1.2900003099961 |
| Regeneration | 14.512503487456 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 11 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 61 |
| Crit Chance | 22% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Nature | +6% |
| Darkness | +5% |
| Cold | +20% |
| Fire | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Cold | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 34.317011280365 (72.903125182002%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 16 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 9%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 59%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 87% |
| Bleed Resistance | 100% |
| Confusion Resistance | 13% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Strength 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 180% efficiency and cooldown mod of 59%. Its effects scale with your Cunning 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 147% efficiency and cooldown mod of 85%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 |
You failed to protect the injured seer from death by Forest Troll Hedge-Wizard. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Belusevena the Phlegmviper (15 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage when hit (Melee): 2 nature Changes resistances: +17% lightning / +5% temporal / +9% darkness Talent granted: +1 Rocket Boots Reduces incoming crit damage: 5.00% Blindness immunity: +10% A pair of boots made of leather. |
| Quiver | tundral pouch of dwarven-steel shots (14/15, 143% power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 Damage (Ranged): +11 cold Damage (radius 2) on crit: +7 cold When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Duranik the alchemist's lampInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag Changes resistances: +3% lightning / +12% acid / +3% all Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Blindness immunity: +28% Confusion immunity: +13% Light radius: +8 See stealth: +11 See invisible: +13 Healing mod.: +16% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed hardened leather hat of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Dex / +10 Cun Mental save: +9 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 107.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Blindgore' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 darkness / 7 mind Changes stats: +3 Str / +3 Mag / +1 Wil Changes resistances: +9% darkness / +6% mind Changes damage: +5% darkness / +3% mind Talent granted: +3 Flash Powder Reduces incoming crit damage: 5.00% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Olusadur [power 1] (25 cooldown) =charm=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +5 (+1 eff.) Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +10% physical It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +27% Life regen: +3.00 Rings make your fingers look great! |
| On fingers | gold quartz ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +4 Changes stats: +3 Str / +7 Mag / +17 Wil / +5 Cun Changes resistances: +6% temporal Mental save: +10 (+4 eff.) Stun/Freeze immunity: +30% Spellpower: +11 (+2 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
| Around neck | LoampyreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% fire Changes resistances penetration: +10% nature Changes damage: +6% nature / +3% fire Light radius: +2 Amulets make your neck look great! |
| In main hand | Glareswift Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 37 damage and reducing their armor Travel speed: +600% Damage (Ranged): +16 lightning / +7 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +16 light Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +10% cold Changes damage: +19% lightning / +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | flaming dwarven-steel shield of resilience (0 def, 6 armour, 135% power, 84 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 7 fire Talent granted: +1 Block Maximum life: +62.00 Handheld deflection devices. |
| Cloak | Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +18% lightning Stun/Freeze immunity: +30% Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Shiverclash (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +20% lightning / +19% fire Changes resistances penetration: +10% cold Changes damage: +3% mind / +12% cold Poison immunity: +30% Disease immunity: +30% Cut immunity: +30% Life regen: +8.00 Maximum life: +35.00 Healing mod.: +13% A suit of armour made of mail. |
Inventory
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.starlit gold amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% light / +13% darkness Blindness immunity: +25% Amulets make your neck look great! |
sneakthief's steel ring of pilfering =charm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Bolttreason' =reroll?=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Mag / +6 Wil / +9 Cun Changes resistances: +24% light / +12% lightning Changes damage: +12% light / +6% lightning Spellpower: +7 (+2 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.wizard's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Dourcast (135% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 53% Damage (radius 1) on hit: +4 darkness When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +5 Con Changes resistances: +9% light / +12% cold Changes resistances penetration: +10% physical Disarm immunity: +15% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron greatsword 'Olysta' (113% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% blight / +3% fire Cut immunity: +20% Light radius: +3 Infravision radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Breguroddagorn (145% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 9 Damage (Melee): +16 blight When wielded/worn: Changes stats: +4 Cun Changes damage: +9% blight Reduces incoming crit damage: 10.00% Infravision radius: +2 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel greatsword (140% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 140% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 24 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of corruption (142% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+4 eff.) Disarm immunity: +43% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of enduring (144% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Con / +7 Wil Maximum life: +23.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel greatsword of amnesia (146% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +18% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.arcing steel dagger (105% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Dagger of the Past (129% power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level.Malunik (133% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Con Changes resistances: +9% acid Critical mult.: +10.00% See invisible: +9 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.vined mindstar of gales (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Changes damage: +6% lightning / +4% cold / +5% physical Talent granted: +1 Attune Mindstar Pinning immunity: +16% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of flames (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 fire Changes resistances: +7% fire Changes resistances penetration: +4% fire Changes damage: +6% fire Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of frost (100% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage (Melee): 5 cold Changes resistances: +6% cold Changes resistances penetration: +7% cold Changes damage: +7% cold Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.shocking dwarven-steel steamsaw of lightning resistance (+17%) (122% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +54 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage when hit (Melee): 4 lightning Changes resistances: +17% lightning Talent granted: +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! |
This item will automatically be transmogrified when you leave the level.Radiancestalker the quiver of yew arrows (18/18, 138% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 Damage (Ranged): +12 light / +17 fire / +12 mind Damage (radius 2) on crit: +4 light / +11 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.cleansing rough leather belt of the vagrant Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% acid / +7% blight Mental save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Torchrage the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 18% Damage when hit (Melee): 4 fire Changes stats: +5 Cun / +5 Wil Changes damage: +15% acid / +15% fire Damage against: +21% Summoned Reduced damage from: +20% Summoned A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Brightwilter' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Armour: +8 Defense: +10 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +6% physical It can be used to create a temporary shield that absorbs 218 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Starshear (16 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +8 Defense: +16 (+6 eff.) Changes resistances: +13% cold Changes resistances penetration: +5% light Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Plaguekarma the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 mind Changes resistances: +9% lightning / +5% arcane / +6% darkness Changes resistances penetration: +10% nature Physical save: +8 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Layirebeth' (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +6 Dex / +2 Wil Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +8% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Daimidunarab the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +4 Wil / +3 Cun Changes resistances: +16% acid Changes damage: +11% acid Infravision radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.thaloren rough leather hat of might (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +6% blight Mental save: +5 (+2 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.warlord's rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil Changes resistances: +6% physical Physical save: +6 (+3 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Scaldgash' (2 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +18% darkness Changes resistances penetration: +5% arcane / +15% fire Changes damage: +12% darkness Physical save: +12 (+6 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.insulating hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% fire / +10% cold A hat made of leather. Very stylish. |
Belawyn the Lustrehunter (0 def, 1 armour) =resistance=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% acid / +3% light / +5% fire / +6% cold / +6% lightning Changes damage: +3% light Critical mult.: +5.00% Mental save: +12 (+5 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Mirebender (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes resistances: +19% nature / +12% mind Changes damage: +25% nature / +9% acid A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 107.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% nature / +8% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Gorikan' (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +9 Cun / +4 Wil Reduces incoming crit damage: 15.00% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Dagymatir the Bleakbreeze Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +12% light / +3% darkness Changes damage: +8% mind Light radius: +4 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
iron saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 19] simple frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 180% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 311] potent healing salve [power 311]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 180% efficiency and 59% cooldown modifier. It can be used to heal 311 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent pain suppressor salve [power 267] potent pain suppressor salve [power 267]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 180% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -267 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
miner's iron pickaxe (dig speed 30 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.woodsman's dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) =charm=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of psionic shield [power 27] (25 cooldown) =charm=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Gukor the Skeleton Annihilator level 21
45th Haze 122nd year of Ascendancy at 12:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gukor the Skeleton Annihilator level 10
7th Flare 122nd year of Ascendancy at 03:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gukor the Skeleton Annihilator level 20
33rd Dusk 122nd year of Ascendancy at 19:57 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Gukor the Skeleton Annihilator level 21
41st Dusk 122nd year of Ascendancy at 17:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gukor the Skeleton Annihilator level 9
8th Mirth 122nd year of Ascendancy at 07:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Gukor the Skeleton Annihilator level 12
4th Dusk 122nd year of Ascendancy at 03:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gukor the Skeleton Annihilator level 16
13rd Dusk 122nd year of Ascendancy at 10:28 see stats
Log
Gukor's Shoot killed Cutpurse!
Gukor picks up (t.): thorny mindstar of flames (97% power, 24 apr, mind damage).
You pickup 0.75 gold pieces.
You pickup 0.70 gold pieces.
Resting starts...
Talent Grenade Launcher is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: hostile spotted to the southeast (Betoriavena the bandit)).
Betoriavena the bandit shoots!
Betoriavena the bandit deactivates Stealth.
Betoriavena the bandit's Shoot deflects the projectile from Gukor to the east!
Betoriavena the bandit's mind surges with critical power!
Gukor is pinned to the ground.
Betoriavena the bandit's Shoot hits Gukor for (15 reactive armor), (43 exoskeleton), 43 physical, (3 exoskeleton), 3 darkness (46 total damage).
Betoriavena the bandit's Shoot hits Gukor for (54 exoskeleton), 54 physical, (3 exoskeleton), 3 darkness, (49 exoskeleton), 141 nature (198 total damage).
Gukor shoots!
Betoriavena the bandit is corroded.
Betoriavena the bandit deflects the projectile from Gukor to the west!
Gukor's Shoot hits Betoriavena the bandit for (12 flat reduction), 54 physical, (12 flat reduction), 3 lightning, (12 flat reduction), 3 cold, (3 flat reduction), 0 cold, (12 flat reduction), 19 acid (79 total damage).
Betoriavena the bandit strafes with his steamguns!
Gukor's Grenade Launcher hits Betoriavena the bandit for (12 flat reduction), 88 physical, (12 flat reduction), 3 lightning, (12 flat reduction), 3 cold, (3 flat reduction), 0 cold (94 total damage).
Betoriavena the bandit's Strafe performs a ranged critical strike against Gukor!
Betoriavena the bandit's Strafe hits Gukor for (27 reactive armor), (8 exoskeleton), 145 physical, (0 exoskeleton), 6 darkness, (0 exoskeleton), 110 nature (261 total damage).
Betoriavena the bandit's Strafe hits Gukor for (0 exoskeleton), 115 physical (115 total damage).
Gukor the level 21 skeleton annihilator was punctured to death by Betoriavena the bandit on level 1 of The Maze.































































































