
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! 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. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Roguelike Keybindings 1.3.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Forbidden Cults 1.5.9Official 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 | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Psyshot |
Level / Exp | 50 / 738% |
Size | medium |
Lifes / Deaths | Killed by snow giant at level 15 on the 1st Allure 123rd year of Ascendancy at 06:25 4 / 4Killed by Belath the snow giant chieftain at level 15 on the 1st Allure 123rd year of Ascendancy at 07:13 Killed by overpowered greater multi-hued wyrm at level 34 on the 4th Flare 123rd year of Ascendancy at 10:08 Killed by Kirin the Normal at level 50 on the 63rd Regrowth 124th year of Ascendancy at 16:12 |
Antimagic | Follower |
Primary Stats
Strength | 135 (base 63) |
Dexterity | 124.32 (base 43) |
Constitution | 46 (base 13) |
Magic | 29 (base 11) |
Willpower | 95.32 (base 60) |
Cunning | 123.72 (base 60) |
Resources
Psi | 98/160 |
Life | 1184/1184 |
Steam | 100/100 |
Stamina | 456/460 |
Equilibrium | 0 |
Healing Factor | 1.45 |
Regeneration | 9.0625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 51 |
See Invisible | 40 |
Offense: Mainhand
Damage | 160 |
Accuracy | 86 |
Crit Chance | 57% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | 132 |
Accuracy | 80 |
Crit Chance | 49% |
APR | 82 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 88 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Light | +28% |
Nature | +14% |
Lightning | +14% |
Fire | +18% |
All | +8% |
Offense: Damage Penetration
Physical | +25% |
Lightning | +30% |
Arcane | +25% |
All | +15% |
Defense: Base
Armour (hardiness) | 91.723073231957 (93.924050632911%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 36 |
Physical Save | 60 |
Spell Save | 42 |
Mental Save | 72 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 44%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Lightning | + 70%( 70%) |
Light | + 36%( 70%) |
Temporal | + 38%( 70%) |
Fire | + 51%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 10% |
Knockback Resistance | 72% |
Stun Resistance | 78% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.8 steam per turn. Can be activated for an instant burst of 89 steam. 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 172% efficiency and cooldown mod of 56%. Its effects scale with your Willpower 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 186% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 13 turns. While Heroism is active, you will only die when reaching -914 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Action at a distance | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gestalt |
talent | Molten Iron Blood |
talent | Mechanical Arms |
beneficial effect | Steampower increased by 48. Gestalt |
beneficial effect | Provides a frost aura, giving you +45% cold, nature and darkness affinity. Frost Salve |
beneficial effect | Increases your three highest stats by 24 and keeps you from dying even if your life drops to -1094. Heroism |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | You gain 59% resistance against cold. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. The fortress's current energy level is: 8. | 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. You have been shown a secret entrance to his stronghold. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within15 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 172% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +13.0% Capacity 19 Proj.spd +200% Ranged+ +22 darkness Against +11% Living While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +6 Con dps ---------- Dmg.mod +20% light Res.pen +15% all Apr +15 Melee Ret 8 light On Hit (Melee): * Slows global speed by 15% * 35% chance to blind ----- def ----- Resists +24% blight Crit.dmg- 10.00% Mind.save +30 (+8 eff.) HP.reg +4.10 ---------- misc Light +11 See.Stealth +51 See.Invis +40 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+5 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 113.30 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +10 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Max.HP +42.00 Disarm- +32% Pinning- +50% Knockbk- +38% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +10 Dex +8 Mag +12 Cun dps ---------- Mind.crit +2% Dmg.mod +20% acid Acc +32 (+7 eff.) Apr +17 ----- def ----- Defense +16 (+5 eff.) Resists +40% acid Heal/summ +30 Disengage: Puts all charms on 10 cooldown Level 1.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 75% 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 can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.4 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 311.78 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +8 fire On Hit: * 10 arcane resource burn * splashes acid on your target dealing 78 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Resists +3% lightning +6% temporal +3% light +6% blight +6% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +6 Str +4 Dex +4 Wil +5 Cun ----- def ----- Resists +8% acid +8% fire +7% lightning +8% cold Phys.save +20 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +18 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Disrupt Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +12 lightning +0 20% chance of physical repulsion On Crit.r2 +8 fire On Hit: * 40% chance to daze at end of turn * flashes light on your target dealing 130 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +6% nature +6% lightning Res.pen +15% lightning On Melee Ret: * Slows global speed by 8% ----- def ----- Resists +9% fire 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. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +24.00% Acc +12 (+3 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Resists +16% blight +16% nature +30% lightning Stealth +10 HP.reg +1.90 Heal.mod +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +14 Str +8 Dex +6 Mag +6 Wil +6 Cun +9 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +31 Defense +9 (+3 eff.) Fatigue +18% Resists +23% acid +15% physical +17% cold +15% lightning +9% fire Disarm- +37% Stun/Frz- +28% Knockbk- +34% ---------- misc Breathe water Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 181% efficiency and cooldown mod of 76%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 202% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Normal] 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 659% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 7 turns. While Heroism is active, you will only die when reaching -682 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 93.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 573.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 117.04 to 351.12 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.40 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +20% mind Confus- +28% ---------- misc Masteries +0.21 Steamtech/Psytech gunnery +0.21 Psionic/Gestalt Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +13 (+3 eff.) Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Con ----- def ----- Resists +18% lightning Stun/Frz- +30% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +12 (+3 eff.) Max.HP +66.00 HP.reg +2.60 Blind- +26% ---------- misc Infravis +10 Sight +2 See.Invis +11 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Dex +9 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +1.00 Blind- +31% ---------- misc Stam/turn +1.10 Infravis +4 Sight +2 See.Invis +12 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% blight Acc +4 (+1 eff.) ----- def ----- Resists +11% blight Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% mind Res.pen +20% mind Acc +8 (+2 eff.) Melee Ret 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+1 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +9% light Res.pen +20% light +10% mind ----- def ----- Resists +20% light Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +10 Cun +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 10 bleed Ranged+ 9 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +3.00% Melee Ret 12 acid ----- def ----- Resists +4% physical HP.reg +2.60 Heal.mod +10% Stun/Frz- +35% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +6.00% Acc +4 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Max.HP +45.00 Disarm- +47% Pinning- +35% Knockbk- +50% ---------- misc Max.stam +10.00 Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +24 arcane On Hit: * 45% chance to blind While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +9% arcane +30% fire Res.pen +15% light Melee Ret 22 arcane 12 light ----- def ----- Resists +12% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 142% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +9 Crit +5.0% Atk.spd 100% Phasing +30% Melee+ +16 fire On Crit.r2 +20 fire On Hit: * Slows global speed by 45% While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane On Hit (Melee): * Slows global speed by 30% * 20% chance to blind ----- def ----- Defense +15 (+5 eff.) Heal.mod +15% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 41.38 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 168% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Random elemental explosion On Crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +20 (+4 eff.) Res.pen +24% acid +17% fire +20% lightning +24% cold Massive two-handed battleaxes. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 40% Wil, 10% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+6 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T4 mace 1H weapon [Ego+] Arcane Power 145% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +11% acid +12% fire +11% lightning +11% cold Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Master Power 120% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical Res.pen +11% physical Acc +20 (+4 eff.) Apr +11 ---------- misc Stam/ret +1.60 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Disrupt/Psionic Power 152% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 nature +14 darkness Against +18% Living On Hit: * 25% chance to remove a magical effect One-handed war axes. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature This natural frost should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 114% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +7% nature +14% cold Res.pen +10% nature +12% cold Melee Ret 12 ice ----- def ----- Armour +10 Resists +9% nature +14% cold ---------- misc Equi/ret +1.70 Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 101% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +13 On Hit: * 10% chance to daze at end of turn Uses 1.0 Steam While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +6% lightning ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 148% Range: 1.5x Uses 40% Wil, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +110 Uses 1.0 Steam While equipped: Stats +1 Wil dps ---------- Phys.crit +15.0% Crit.mult +17.00% Apr +12 Melee Ret 17 ice ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 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! |
![]() 4.0 T5 sling 1H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +16% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +19 acid While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +19% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Disrupt/Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +19 nature On Crit: * silences the target While equipped: Stats +5 Cun dps ---------- Res.pen +13% nature +19% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 steamgun 1H weapon [Ego] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Str +6 Cun dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +20% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +12.0% Res.pen +19% physical Phasing +30% Acc +10 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Ego+] Master/Psionic Power 152% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 On Hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Master Power 146% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +12.0% Capacity 22 On Crit: * cripple the target While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Disrupt/Master Power 153% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 24 Ranged+ +14 bleed Against +18% Unnatural On Hit: * disrupts spell-casting On Crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master/Psionic Power 174% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +15 mind +11 darkness On Hit: * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 167% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +10 Apr +6 Crit +7.0% Capacity 21 On Hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 164% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +17.0% Capacity 22 On Hit: * Random elemental explosion On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master/Psionic Power 166% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +23 Apr +6 Crit +7.0% Capacity 19 Ranged+ +23 darkness Against +11% Living Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor [Ego++] Arcane/Nature While equipped: ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +9% acid +11% light +9% lightning +7% fire +8% cold +11% darkness ---------- misc Talents +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +6% Crit.mult +25.00% Mind.pwr +5 (+1 eff.) Dmg.mod +6% blight Res.pen +15% fire ----- def ----- Defense +5 (+2 eff.) Resists +9% fire Mind.save +50 (+12 eff.) Heal/summ +40 ---------- misc Max.hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +35% light ----- def ----- Armour +8 Defense +11 (+4 eff.) Resists +35% light +9% darkness Max.HP +60.00 ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Mind.save +11 (+3 eff.) A suit of armour made of leather. |
![]() 14.0 T5 heavy armor [Ego++] Arcane/Master While equipped: Stats +15 Str +10 Mag +9 Wil +5 Con dps ---------- Phys.crit +9.0% Spell.crit +7% Mind.crit +7% Phys.pwr +25 (+5 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +20 (+4 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +16% lightning Max.HP +85.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego++] Nature/Disrupt While equipped: Stats +6 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +43% blight +15% nature +24% darkness D.Red.from +13% Unnatural ---------- misc Light +2 A suit of armour made of mail. |
![]() 17.0 T4 massive armor [Ego+] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Max.HP +75.00 HP.reg +7.20 Heal.mod +18% ---------- misc Stam/turn +1.40 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +9% light On Hit (Melee): * 30% chance to blind ----- def ----- HP.reg +0.60 Heal.mod +10% ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +6.0% Mind.crit +5% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +20 (+4 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -6% Resists +0% lightning +14% cold Max.HP +51.00 Stun/Frz- +0% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +3 Con +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +5% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (131 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (219 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 T5 feet armor [Ego++] Arcane While equipped: Stats +8 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +5 Fatigue +4% Spell.save +7 (+2 eff.) ---------- misc Mana/turn +0.27 Max.mana +43.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 119.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 368.37 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T5 hands armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +3 HP.reg +9.20 ---------- misc Stam/turn +2.50 Psi/turn +0.30 Max.stam +32.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Ego++] Master While equipped: Stats +3 Str +7 Dex +6 Cun dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +2 Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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. |
![]() 1.5 T3 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Cun +2 Con ----- def ----- Armour +2 Phys.save +15 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +32% ---------- misc Cooldown Double Strike -1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 203.04 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature Acc +0 (+0 eff.) ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Light +0 Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 1.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Dex +6 Wil +4 Cun dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Mind.save +12 (+3 eff.) A cap made of leather. |
![]() 3.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% light +6% nature Acc +6 (+1 eff.) Melee Ret 16 light 8 nature On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +12% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 3.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +13 Defense +6 (+2 eff.) Fatigue +5% Resists +6% all Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.90 cold damage and 7.90 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (147 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 40% Wil Dmg Physical On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
great unstoppable force salve [power 81] great unstoppable force salve [power 81]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 81 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 24] amazing frost salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 353] amazing healing salve [power 353]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 353 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 309] amazing pain suppressor salve [power 309]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -309 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 24] amazing water salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +6% nature Res.pen +10% mind ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 20 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 360.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +4% ---------- misc Psi/ret +0.16 See.Invis +6 Telepathy Humanoid/Orc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 42) Puts all charms on 37 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +7 Con ----- def ----- Resists +6% light ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Remove up to 5 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 13 cooldown 100% to regenerate 15 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Kirin the Normal the Thalore Psyshot level 30
62nd Pyre 123rd year of Ascendancy at 04:52 see stats
By Kirin the Normal the Thalore Psyshot level 20
25th Regrowth 123rd year of Ascendancy at 09:01 see stats
By Kirin the Normal the Thalore Psyshot level 30
60th Pyre 123rd year of Ascendancy at 10:55 see stats
By Kirin the Normal the Thalore Psyshot level 20
30th Regrowth 123rd year of Ascendancy at 11:40 see stats
By Kirin the Normal the Thalore Psyshot level 33
2nd Summertide 123rd year of Ascendancy at 14:17 see stats
By Kirin the Normal the Thalore Psyshot level 34
4th Flare 123rd year of Ascendancy at 08:05 see stats
By Kirin the Normal the Thalore Psyshot level 38
63rd Dusk 123rd year of Ascendancy at 08:15 see stats
By Kirin the Normal the Thalore Psyshot level 32
8th Mirth 123rd year of Ascendancy at 20:17 see stats
By Kirin the Normal the Thalore Psyshot level 22
54th Regrowth 123rd year of Ascendancy at 22:42 see stats
By Kirin the Normal the Thalore Psyshot level 24
3rd Pyre 123rd year of Ascendancy at 14:33 see stats
By Kirin the Normal the Thalore Psyshot level 40
1st Wintertide 124th year of Ascendancy at 19:42 see stats
By Kirin the Normal the Thalore Psyshot level 10
30th Dusk 122nd year of Ascendancy at 17:35 see stats
By Kirin the Normal the Thalore Psyshot level 39
37th Haze 123rd year of Ascendancy at 01:47 see stats
By Kirin the Normal the Thalore Psyshot level 31
77th Pyre 123rd year of Ascendancy at 01:55 see stats
By Kirin the Normal the Thalore Psyshot level 46
26th Regrowth 124th year of Ascendancy at 04:58 see stats
By Kirin the Normal the Thalore Psyshot level 14
10th Decay 122nd year of Ascendancy at 22:52 see stats
By Kirin the Normal the Thalore Psyshot level 17
4th Allure 123rd year of Ascendancy at 15:12 see stats
By Kirin the Normal the Thalore Psyshot level 21
42nd Regrowth 123rd year of Ascendancy at 13:46 see stats
By Kirin the Normal the Thalore Psyshot level 26
50th Pyre 123rd year of Ascendancy at 04:28 see stats
By Kirin the Normal the Thalore Psyshot level 49
53rd Regrowth 124th year of Ascendancy at 01:26 see stats
By Kirin the Normal the Thalore Psyshot level 40
37th Haze 123rd year of Ascendancy at 05:08 see stats
By Kirin the Normal the Thalore Psyshot level 20
25th Regrowth 123rd year of Ascendancy at 08:37 see stats
By Kirin the Normal the Thalore Psyshot level 45
13rd Regrowth 124th year of Ascendancy at 08:59 see stats
By Kirin the Normal the Thalore Psyshot level 10
11st Dusk 122nd year of Ascendancy at 13:07 see stats
By Kirin the Normal the Thalore Psyshot level 20
22nd Regrowth 123rd year of Ascendancy at 20:30 see stats
By Kirin the Normal the Thalore Psyshot level 30
59th Pyre 123rd year of Ascendancy at 20:38 see stats
By Kirin the Normal the Thalore Psyshot level 40
37th Haze 123rd year of Ascendancy at 01:47 see stats
By Kirin the Normal the Thalore Psyshot level 50
58th Regrowth 124th year of Ascendancy at 18:43 see stats
By Kirin the Normal the Thalore Psyshot level 39
11st Haze 123rd year of Ascendancy at 23:12 see stats
By Kirin the Normal the Thalore Psyshot level 48
51st Regrowth 124th year of Ascendancy at 00:55 see stats
By Kirin the Normal the Thalore Psyshot level 12
2nd Haze 122nd year of Ascendancy at 21:31 see stats
By Kirin the Normal the Thalore Psyshot level 50
63rd Regrowth 124th year of Ascendancy at 16:12 see stats
By Kirin the Normal the Thalore Psyshot level 40
37th Haze 123rd year of Ascendancy at 05:08 see stats
By Kirin the Normal the Thalore Psyshot level 31
75th Pyre 123rd year of Ascendancy at 14:45 see stats
By Kirin the Normal the Thalore Psyshot level 32
5th Mirth 123rd year of Ascendancy at 05:37 see stats
By Kirin the Normal the Thalore Psyshot level 50
63rd Regrowth 124th year of Ascendancy at 16:11 see stats
By Kirin the Normal the Thalore Psyshot level 15
1st Allure 123rd year of Ascendancy at 06:24 see stats
By Kirin the Normal the Thalore Psyshot level 7
1st Flare 122nd year of Ascendancy at 23:59 see stats
By Kirin the Normal the Thalore Psyshot level 20
25th Regrowth 123rd year of Ascendancy at 09:01 see stats
By Kirin the Normal the Thalore Psyshot level 40
37th Haze 123rd year of Ascendancy at 05:08 see stats
By Kirin the Normal the Thalore Psyshot level 50
63rd Regrowth 124th year of Ascendancy at 16:12 see stats
By Kirin the Normal the Thalore Psyshot level 50
63rd Regrowth 124th year of Ascendancy at 14:54 see stats
By Kirin the Normal the Thalore Psyshot level 11
52nd Dusk 122nd year of Ascendancy at 13:03 see stats
By Kirin the Normal the Thalore Psyshot level 34
17th Dusk 123rd year of Ascendancy at 01:27 see stats
By Kirin the Normal the Thalore Psyshot level 23
68th Regrowth 123rd year of Ascendancy at 06:39 see stats
By Kirin the Normal the Thalore Psyshot level 27
54th Pyre 123rd year of Ascendancy at 06:40 see stats
By Kirin the Normal the Thalore Psyshot level 18
4th Regrowth 123rd year of Ascendancy at 08:42 see stats
By Kirin the Normal the Thalore Psyshot level 29
59th Pyre 123rd year of Ascendancy at 20:38 see stats
Log
Elandar's Inner Demon casts Strike.
Elandar's Inner Demon's spell attains critical power!
Elandar's Inner Demon casts Flame.
Elandar's Inner Demon's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Kirin the Normal HEALS from cold damage!
Cold drake hatchling hits Kirin the Normal for 1 cold, 2 healing (1 total damage) [2 healing].
Mechanical Arms hits Cold drake hatchling for 16 lightning damage.
Mechanical Arms hits Cold drake hatchling for 437 mind damage.
Mechanical Arms hits Cold drake hatchling for 254 mind damage.
Mechanical Arms hits Cold drake hatchling for 16 lightning damage.
Cold drake hatchling hits Kirin the Normal for 2 cold, 4 healing (2 total damage) [4 healing].
Elandar's Inner Demon hits Elandar for 266 fire damage.
Mechanical Arms killed Cold drake hatchling!
Mechanical Arms killed Cold drake hatchling!
Elandar's Inner Demon killed Elandar!
--------------------------------
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
New Achievement: The Sun Still Shines!
Saving done.
Kirin the Normal deactivates Gestalt.
Kirin the Normal deactivates Molten Iron Blood.
Kirin the Normal deactivates Mechanical Arms.
Kirin the Normal is not affected anymore by the salve.
Kirin the Normal is no longer attuned.