












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This 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 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:
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 | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 47 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Adoda the corrupted dendritic hemospinner at level 30 on the 68th Haze 122nd year of Ascendancy at 21:57 4 / 3Killed by ghast at level 30 on the 69th Haze 122nd year of Ascendancy at 22:59 Killed by Saluldamira the skeleton magus at level 36 on the 19th Pyre 123rd year of Ascendancy at 00:03 |
Primary Stats
| Strength | 51 (base 12) |
| Dexterity | 133 (base 60) |
| Constitution | 46 (base 10) |
| Magic | 113 (base 60) |
| Willpower | 25 (base 11) |
| Cunning | 109 (base 60) |
Resources
| Life | 1246/1246 |
| Mana | 411/411 |
| Stamina | 288/288 |
| Steam | 100/100 |
| Healing Factor | 1.2567804250995 |
| Regeneration | 24.055037198654 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 51.332211946115 |
| See Invisible | 51.332211946115 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 271 |
| Accuracy | 74 |
| Crit Chance | 52% |
| APR | 35 |
| Speed | 0.85 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +26% |
| Acid | +15% |
| Light | +8% |
| Temporal | +16% |
| Nature | +8% |
| Physical | +17% |
| Mind | +11% |
| All | +2% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +10% |
| Physical | +15% |
| Cold | +5% |
| All | 0% |
| Darkness | +20% |
| Light | +25% |
| Mind | +25% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 38.764593763945 (78.356353989015%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 54 |
| Mental Save | 91 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 54%( 70%) |
| Cold | + 62%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 44%( 70%) |
| Mind | + 56%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 39% |
| Teleport Resistance | 100% |
| Blind Resistance | 23% |
| Silence Resistance | 33% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| 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 137% efficiency and cooldown mod of 51%. |
| 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 124% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 333 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cunning / Poisons | 2.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Trapping | 2.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stoning Poison |
| talent | Counter Shot |
| talent | Trained Reactions |
| talent | Apply Poison |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Pace Yourself |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 12. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. 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 hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of wight ectoplasm. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Glorethra the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag +7 Cun +6 Con dps ---------- Spell.crit +2% Crit.mult +15.00% Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Armour +4 Fatigue +3% Phys.save +44 (+11 eff.) Mind.save +35 (+7 eff.) Silence- +33% Confus- +29% Pinning- +25% Stun/Frz- +28% Knockbk- +25% Teleport- +100% ---------- misc Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Brandrigor (19/19, 64-77 power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 64.5 - 77.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +14.0% Capacity 19 Proj.spd +200% Phasing +30% Ranged+ +20 fire While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
| Light source | Stormbane the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +4 Dex +9 Mag dps ---------- Dmg.mod +9% mind Res.pen +25% mind ----- def ----- Resists +9% lightning Crit.chn- 15.00% ---------- misc Light +11 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dazzleworth (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +17 Dex +10 Cun +4 Con dps ---------- Res.pen +15% light +15% physical ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +10% darkness Spell.save +12 (+4 eff.) Mind.save +27 (+5 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 Circle of Sanctity: (Instant) Puts all charms on 22 cooldown Level 4.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
| On hands | Flarecutter (0 def, 8 armour) 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Wil dps ---------- Melee+ 12 acid Dmg.mod +7% acid Melee Ret 4 fire ----- def ----- Armour +8 Resists +8% acid Mind.save +13 (+2 eff.) Max.HP +73.00 HP.reg +6.00 Disarm- +100% ---------- misc Stam/turn +1.80 Max.stam +38.00 Infravis +3 Talents +5 Iron Grip Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Battle Shout 5 On Hit: 10% Nightmare 5 On Hit: 10% Corrosive Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood wand of shielding 'Ameblek' [power 434] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Defense +15 (+3 eff.) Resists +15% acid +15% cold +18% nature Max.HP +100.00 ---------- misc Max.mana +60.00 Max.vim +30.00 Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +7 Dex +6 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +24% lightning +14% temporal +6% light Res.pen +10% light +5% cold Acc +8 (+2 eff.) ----- def ----- Resists +6% cold +14% temporal Can be unequipped or rerolled. 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? |
| On fingers | Ariduharahir the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +2 Cun +10 Con dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% blight ----- def ----- Resists +27% acid +24% fire +19% lightning +24% cold Mind.save +12 (+2 eff.) HP.reg +7.00 Stun/Frz- +44% ---------- misc Max.psi +50.00 Rings make your fingers look great! |
| Around neck | Hurogar the Scaldslicer0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Melee Ret 4 fire ----- def ----- Defense +10 (+2 eff.) Resists +12% lightning +11% light +13% darkness Phys.save +11 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Blind- +23% Stun/Frz- +22% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
| In main hand | Eldoral Last Resort 4.0 T3 sling 1H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 On Hit: * flashes light on your target dealing 109 damage While equipped: Stats +3 Cun +4 Dex dps ---------- Crit.mult +15.00% Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
| Around waist | Gomivena the Skyrain 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Str +12 Dex dps ---------- Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Res.pen +25% lightning ----- def ----- Defense +10 (+2 eff.) Resists +8% light +11% darkness ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | living voratun shield of crushing (0 def, 10 armour, 77-92 power, 214.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 77.0 - 92.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 Melee+ +16 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +10% nature +18% blight Max.HP +91.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Duskobsidian (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Crit.mult +25.00% Mind.pwr +15 (+5 eff.) Res.pen +20% darkness Acc +18 (+4 eff.) Apr +22 ----- def ----- Defense +3 (+1 eff.) Resists +3% darkness +30% lightning Phys.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Stealth +13 Die.at -50.00 life Stun/Frz- +50% ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breezereeve (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% temporal +38% darkness +6% blight +6% nature +37% mind +15% all Phys.save +36 (+9 eff.) Spell.save +34 (+10 eff.) Mind.save +83 (+15 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 120% / cooldown 51%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.7 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 327; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 327 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 263; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 263 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -494; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -494 life. The duration and life will increase by 1% for every 1% life you have lost (currently 494 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 952%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 952% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 449; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 665 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)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 290.00 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 77; blocks 4; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 77 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 74; blocks 6; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 74 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
6 schematic: Acid Groove0.1 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. |
schematic: Alchemist's Helper0.1 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. |
schematic: Antimagic Shell0.1 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. |
3 schematic: Back Support0.1 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. |
schematic: Black Light Emitter0.1 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. |
schematic: Botanical Shell0.1 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. |
schematic: Crystal Plating0.1 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. |
schematic: Fiery Salve0.1 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. |
2 schematic: Fireproof Coating0.1 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. |
schematic: Flare Shell0.1 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. |
3 schematic: Flash Powder0.1 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. |
4 schematic: Focus Lens0.1 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. |
schematic: Frost Salve0.1 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. |
5 schematic: Fungal Web0.1 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. |
schematic: Grounding Strap0.1 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. |
2 schematic: Headlamp0.1 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. |
2 schematic: Healing Salve0.1 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. |
schematic: Hook Shell0.1 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. |
schematic: Incendiary Groove0.1 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. |
schematic: Iron Grip0.1 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. |
schematic: Kinetic Stabiliser0.1 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. |
schematic: Mental Stimulator0.1 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. |
schematic: Moss Tread0.1 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. |
2 schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove0.1 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. |
schematic: Razor Edge0.1 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. |
schematic: Rustproof Coating0.1 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. |
schematic: Saw Projector0.1 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. |
2 schematic: Second Skin0.1 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. |
2 schematic: Spike Attachment0.1 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. |
3 schematic: Steamgun0.1 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. |
4 schematic: Steamsaw0.1 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. |
2 schematic: Thunder Grenade0.1 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. |
schematic: Thunderclap Coating0.1 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. |
schematic: Unstoppable Force Salve0.1 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. |
2 schematic: Viral Injector0.1 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. |
schematic: Voltaic Sentry0.1 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. |
schematic: Voltaic Shell0.1 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. |
3 schematic: Water Salve0.1 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. |
schematic: Waterproof Coating0.1 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Dimwilder the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +6 Str +5 Dex +4 Mag +5 Wil +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +9% darkness Crit.chn- 5.00% ---------- misc Infravis +3 See.Invis +6 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 26 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (157). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Adirawe the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str +3 Mag +4 Wil dps ---------- Spell.crit +5% Mind.crit +2% Crit.mult +15.00% Spell.pwr +4 (+2 eff.) Mind.pwr +29 (+10 eff.) Dmg.mod +7% darkness +6% temporal +7% light +6% physical ----- def ----- Mind.save +7 (+1 eff.) Confus- +15% ---------- misc Max.psi +30.00 Amulets make your neck look great! |
Ulavor the Murkterror0.1 T4 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +8 Str +19 Dex +10 Wil +1 Con dps ---------- Res.pen +10% nature ----- def ----- Resists +35% nature +22% blight Poison- +36% Disease- +39% Amulets make your neck look great! |
grounding stralite amulet of perfection (0.28 Technique / Mobility,0.28 Steamtech / Chemistry)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +21% lightning Stun/Frz- +26% ---------- misc Masteries +0.28 Technique/Mobility +0.28 Steamtech/Chemistry Amulets make your neck look great! |
Eilinakira0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +1 Mag dps ---------- Res.pen +10% mind ----- def ----- Crit.chn- 15.00% Spell.save +3 (+1 eff.) Mind.save +5 (+1 eff.) Confus- +22% Rings make your fingers look great! |
steel ring 'Zomas'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +12% temporal ----- def ----- Defense +10 (+2 eff.) Resists +12% acid +4% physical +12% darkness +12% lightning Max.HP +80.00 Rings make your fingers look great! |
gold ring 'Lisotta'0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Phys.pwr +23 (+5 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Resists +12% acid +15% cold +15% fire +5% arcane +18% lightning Phys.save +12 (+3 eff.) Mind.save +7 (+1 eff.) Confus- +28% Rings make your fingers look great! |
sneakthief's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun dps ---------- Melee+ 10 light Ranged+ 18 light Dmg.mod +12% light Acc +5 (+1 eff.) Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
stralite onyx ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +9 Mag +10 Wil +3 Cun +3 Con dps ---------- Spell.pwr +9 (+3 eff.) Rings make your fingers look great! |
stralite ring 'Arira'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +12 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Dmg.mod +15% acid ----- def ----- Armour +8 Max.HP +67.00 HP.reg +15.00 Heal.mod +18% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+3 eff.) Max.HP +61.00 HP.reg +12.00 Heal.mod +14% Rings make your fingers look great! |
Balanarivon the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +9 Wil +5 Cun dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +27 (+8 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Mind.save +24 (+5 eff.) Max.HP +20.00 HP.reg +4.00 Disease- +10% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Blazewasp4.0 T5 sling 1H weapon [Rare] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 cold On Hit.r1 +12 fire While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Dmg.mod +21% cold Res.pen +25% fire ----- def ----- Resists +15% fire Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.24 Slings are used to hurl stones or metal shots at your foes. |
psychokinetic pouch of stralite shots of accuracy (23/23, 44-53 power, 5 apr)3.0 T4 shot ammo [Ego+] Master/Psionic Power 44.0 - 52.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +11 Apr +5 Crit +5.5% Capacity 23 Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage Shots are used with slings to pummel your foes to death. |
Silinn the Blizzardedge (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Dmg.mod +29% lightning +10% physical +15% arcane +22% cold ----- def ----- Resists +38% lightning +15% darkness +5% arcane +14% cold +13% mind +11% all Phys.save +16 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +26 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +12% acid +15% physical +14% fire +17% cold ----- def ----- Resists +14% acid +18% physical +14% fire +15% cold +15% all Spell.save +20 (+7 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather belt 'Shiverwrither'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +13.0% Mind.crit +7% Dmg.mod +15% cold Acc +10 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +4 Defense +10 (+2 eff.) A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 70 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Arariaba (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +15 Str +4 Mag +11 Wil ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% Spell.save +11 (+4 eff.) ---------- misc Max.mana +54.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Greenwasp' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun +3 Str dps ---------- Dmg.mod +12% nature Res.pen +20% nature +25% lightning Acc +25 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -8% Resists +15% nature Max.HP +77.00 ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
heroic voratun gauntlets of archery (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Cun +7 Dex dps ---------- Acc +9 (+2 eff.) Apr +10 ----- def ----- Armour +7 Fatigue +5% Mind.save +7 (+1 eff.) Max.HP +69.00 Unarmed combat: Power 35.0 - 49.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +18 Apr +23 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range 10 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). Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather hat 'Aeruritha' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Wil +2 Cun +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +11% cold Mind.save +7 (+1 eff.) ---------- misc Light +2 Breathe water A hat made of leather. Very stylish. |
Xanylaith the Freezekill (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +3 Cun +6 Con +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +5% Res.pen +25% blight +10% cold Apr +7 ----- def ----- Armour +3 Fatigue +3% Resists +12% cold A hat made of leather. Very stylish. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 15 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
4 agate0.0 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 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. |
6 citrine0.0 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. |
14 zircon0.0 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. |
3 aquamarine0.0 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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 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. |
12 onyx0.0 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. |
13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 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. |
8 garnet0.0 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. |
4 quartz0.0 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 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. |
6 amber0.0 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. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
824 alchemist agate0.0 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. |
brass lantern 'Flameking'2.0 T1 lite [Rare] Arcane While equipped: Stats +7 Cun +1 Con dps ---------- Dmg.mod +6% mind +3% fire Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- 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. |
Automated Portable Extractor0.0 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. |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
great second skin0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 27] amazing fiery salve [power 27]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 52% cooldown modifier. Remove 3 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 27] amazing frost salve [power 27]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 52% cooldown modifier. Remove 3 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 340] amazing pain suppressor salve [power 340]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 52% cooldown modifier. Let you fight up to -340 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing water salve [power 27] amazing water salve [power 27]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 72 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eariregoleg (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Mag dps ---------- Spell.crit +6% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Apr +6 ----- def ----- Fatigue -5% Resists +3% blight +5% arcane Die.at -60.00 life HP.reg +4.00 ---------- misc Max.mana +26.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 163% of the healing done. This effect scales with your Magic stat.. Uses 54 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 536.52 fire damage (based on Magic). Uses 36 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
stralite torque of psionic shield 'Yvedathra' [power 101] (18 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Con dps ---------- Apr +4 ----- def ----- Resists +1% physical Die.at -60.00 life ---------- misc Max.stam +10.00 Setup a psionic shield, reducing all damage taken by 101 for 5 turns Puts all charms on 18 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce fatigue by 28% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm wand of clairvoyance [power 9] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 121 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 26 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
yew wand of conjuration 'Emumitha' [power 230] (11 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +9% lightning +12% darkness Die.at -80.00 life Max.HP +60.00 HP.reg +4.00 Fire a magical bolt dealing 290 lightning damage Puts all charms on 11 cooldown 100% to heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Inai the Cornac Skirmisher level 42
60th Pyre 123rd year of Ascendancy at 22:37 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Inai the Cornac Skirmisher level 42
55th Pyre 123rd year of Ascendancy at 21:07 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Inai the Cornac Skirmisher level 41
50th Pyre 123rd year of Ascendancy at 21:12 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Inai the Cornac Skirmisher level 47
29th Dusk 123rd year of Ascendancy at 03:16 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Inai the Cornac Skirmisher level 42
2nd Flare 123rd year of Ascendancy at 07:57 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Inai the Cornac Skirmisher level 45
24th Dusk 123rd year of Ascendancy at 11:22 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Inai the Cornac Skirmisher level 43
15th Dusk 123rd year of Ascendancy at 01:33 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Inai the Cornac Skirmisher level 33
5th Regrowth 123rd year of Ascendancy at 19:43 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Inai the Cornac Skirmisher level 34
12nd Regrowth 123rd year of Ascendancy at 22:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Inai the Cornac Skirmisher level 24
51st Haze 122nd year of Ascendancy at 11:00 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Inai the Cornac Skirmisher level 35
29th Regrowth 123rd year of Ascendancy at 21:58 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Inai the Cornac Skirmisher level 25
55th Haze 122nd year of Ascendancy at 16:13 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Inai the Cornac Skirmisher level 40
47th Pyre 123rd year of Ascendancy at 17:27 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Inai the Cornac Skirmisher level 28
61st Haze 122nd year of Ascendancy at 22:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Inai the Cornac Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 03:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Inai the Cornac Skirmisher level 20
36th Haze 122nd year of Ascendancy at 02:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Inai the Cornac Skirmisher level 30
65th Haze 122nd year of Ascendancy at 11:20 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Inai the Cornac Skirmisher level 40
47th Pyre 123rd year of Ascendancy at 04:56 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Inai the Cornac Skirmisher level 31
73rd Haze 122nd year of Ascendancy at 21:43 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Inai the Cornac Skirmisher level 39
46th Pyre 123rd year of Ascendancy at 09:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Inai the Cornac Skirmisher level 25
56th Haze 122nd year of Ascendancy at 18:09 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Inai the Cornac Skirmisher level 46
25th Dusk 123rd year of Ascendancy at 01:18 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Inai the Cornac Skirmisher level 42
55th Pyre 123rd year of Ascendancy at 21:07 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Inai the Cornac Skirmisher level 30
69th Haze 122nd year of Ascendancy at 09:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Inai the Cornac Skirmisher level 7
1st Mirth 122nd year of Ascendancy at 16:39 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Inai the Cornac Skirmisher level 42
55th Pyre 123rd year of Ascendancy at 21:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Inai the Cornac Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 10:44 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Inai the Cornac Skirmisher level 43
9th Flare 123rd year of Ascendancy at 22:47 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Inai the Cornac Skirmisher level 23
51st Haze 122nd year of Ascendancy at 03:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Inai the Cornac Skirmisher level 17
60th Dusk 122nd year of Ascendancy at 03:24 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Inai the Cornac Skirmisher level 41
50th Pyre 123rd year of Ascendancy at 15:42 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Inai the Cornac Skirmisher level 42
6th Flare 123rd year of Ascendancy at 12:36 see stats
Log
Today is the 31st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Saving done.
Ran for 4 turns (stop reason: didn't move).
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 33rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 34th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 35th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 36th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 37th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 5 turns (stop reason: didn't move).
You notice an entrance to an underwater cave.
Today is the 38th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 39th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 40th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).













































































































































