Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Allow Respec Anywhere 1.2.3Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Items Vault 1.5.0Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. 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. 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:
Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.4.5Quality 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. 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 | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 2514% |
Size | big |
Lifes / Deaths | Killed by orc pyromancer at level 19 on the 16th Revenge 124th year of Ascendancy at 02:53 1 / 6Killed by Emanor the ritch hunter at level 26 on the 10th Pain 124th year of Ascendancy at 08:03 Killed by Gloridawen the white crystal at level 29 on the 25th Dearth 124th year of Ascendancy at 19:19 Killed by Yvyna the fire wyrm at level 36 on the 31st Loss 124th year of Ascendancy at 08:45 Killed by Nerirewen the forest wight at level 38 on the 9th Remembrance 125th year of Ascendancy at 09:39 Killed by Automated Defense System at level 46 on the 52nd Remembrance 125th year of Ascendancy at 17:40 |
Primary Stats
Strength | 122 (base 60) |
Dexterity | 80 (base 60) |
Constitution | 39 (base 27) |
Magic | 9 (base 10) |
Willpower | 27 (base 12) |
Cunning | 80 (base 60) |
Resources
Life | 1590/1590 |
Steam | 86/86 |
Healing Factor | 2.2221339712918 |
Regeneration | 11.888416746411 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
See Stealth | 4 |
Offense: Mainhand
Damage | 175 |
Accuracy | 59 |
Crit Chance | 64% |
APR | 96 |
Speed | 1.00 |
Offense: Offhand
Damage | 87 |
Accuracy | 59 |
Crit Chance | 44% |
APR | 76 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +48% |
Light | +8% |
Mind | +34% |
Blight | +3% |
Physical | +10% |
Fire | +31% |
All | 0% |
Offense: Damage Penetration
Darkness | +102% |
Temporal | +51% |
Nature | +17% |
Physical | +43% |
Fire | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 79.292304923968 (86.818181818182%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 20 |
Mental Save | 60 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 40%( 70%) |
All | + 25%( 70%) |
Darkness | + 70%( 70%) |
Lightning | + 68%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 28%( 70%) |
Mind | + 44%( 70%) |
Fire | + 36%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 46% |
Stun Resistance | 100% |
Confusion Resistance | 50% |
Pinning Resistance | 18% |
Disarm Resistance | 70% |
Poison Resistance | 26% |
Blind Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.6 steam per turn. Can be activated for an instant burst of 98 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 156% efficiency and cooldown mod of 56%. |
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 142% efficiency and cooldown mod of 72%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 709 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 757 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Field control | 0.80 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Goresplosion |
talent | Tempest of Metal |
talent | Mow Down |
talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The third valve has been destroyed. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of drakeskin leather boots 'Fogshear' (0 def, 5 armour) pair of drakeskin leather boots 'Fogshear' (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +6% fire Res.pen +64% darkness +39% temporal ----- def ----- Armour +5 Fatigue +5% Resists +59% temporal +62% darkness +9% fire Silence- +46% Confus- +50% Stun/Frz- +44% Def/telep +50 Res/telep +38% Dur/telep +58% ---------- misc Talents +4 Rocket Boots A pair of boots made of leather. |
Light source | alchemist's lamp 'Isybreth' alchemist's lamp 'Isybreth' 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Crit.dmg- 10.00% Phys.save +9 (+3 eff.) Mind.save +30 (+8 eff.) Heal.mod +18% Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +5 See.Stealth +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+4 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | Shadewasp the drakeskin leather gloves (0 def, 3 armour) Shadewasp the drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +9 Cun +12 Dex dps ---------- Phys.crit +21.0% Spell.crit +20% Mind.crit +16% Crit.mult +15.00% Dmg.mod +3% darkness Acc +20 (+5 eff.) Apr +15 ----- def ----- Armour +3 Phys.save +16 (+6 eff.) Mind.save +10 (+3 eff.) Die.at -40.00 life Disarm- +50% Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Islinne the voratun pickaxe (dig speed 5 turns) Islinne the voratun pickaxe (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +3% blight +13% fire +13% mind Res.pen +5% temporal +25% physical Melee Ret 4 blight 4 temporal 8 arcane On Hit (Melee): * 20% chance to disease ----- def ----- Resists +5% arcane +6% blight Mind.save +14 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Foggasher Foggasher0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +4 Wil dps ---------- Res.pen +5% darkness ----- def ----- Resists +13% blight +9% temporal +19% nature +5% arcane Phys.save +12 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +15 (+4 eff.) Max.HP +88.00 HP.reg +1.70 Heal.mod +25% Poison- +26% Disease- +26% ---------- misc Infravis +2 Rings can have magical properties. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | gold amulet 'Wretchenvy' gold amulet 'Wretchenvy'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% mind Res.pen +10% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +19% lightning +18% nature Stun/Frz- +38% Amulets can have magical properties. |
In main hand | corrosive voratun steamsaw of shearing (41.5-62.25 power, 45 apr) corrosive voratun steamsaw of shearing (41.5-62.25 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +108 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Dmg.mod +10% physical Res.pen +11% physical Apr +12 On Melee Ret: * 17% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +17% acid ---------- 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! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Defense +10 (+3 eff.) Resists +20% blight +20% cold +20% nature Proj.slow +25% Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Corruptionrazor the voratun steamsaw (40.5-60.75 power, 25 apr) Corruptionrazor the voratun steamsaw (40.5-60.75 power, 25 apr) 3.0 T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 On Crit.r2 +8 nature On Hit: * shock your foe dealing 40 damage and draining some of their resources Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% fire On Hit (Melee): * 13% chance to cause random gloom On Melee Ret: * 35% chance to cause random gloom ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% nature +15% darkness ---------- 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! |
Cloak | Sparkthorn (3 def, 0 armour) Sparkthorn (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +39% darkness Res.pen +26% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+1 eff.) Resists +39% lightning +26% temporal +72% darkness Mind.save +3 (+1 eff.) Stealth +46 Stun/Frz- +50% Def/telep +27 Res/telep +14% Dur/telep +30% ---------- misc Max.hate +4.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stralite mail armour of Eyal (4 def, 28 armour) stralite mail armour of Eyal (4 def, 28 armour) 14.0 T4 heavy armor [Ego+] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Melee Ret 50 physical ----- def ----- Armour +28 Defense +4 (+1 eff.) Fatigue +17% Max.HP +76.00 HP.reg +2.20 Heal.mod +26% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 179% / cooldown 69%) medical injector implant (efficiency 179% / cooldown 69%)0.1 T1 implant scroll [Normal] 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 179% efficiency and cooldown mod of 69%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
stralite amulet 'Shinegrind' =12 con= stralite amulet 'Shinegrind' =12 con=0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +7 Mag +8 Cun +12 Con dps ---------- Dmg.mod +15% light Amulets can have magical properties. |
Gardanion, the Light of God Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+25 eff.) Mind.pwr +40 (+14 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
steel ring 'Zedil' steel ring 'Zedil'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +3 Con dps ---------- Dmg.mod +12% mind Melee Ret 12 mind ----- def ----- Fatigue -8% Max.HP +30.00 Disarm- +32% Pinning- +31% Knockbk- +29% ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Arccutter the gold ring Arccutter the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Mag +3 Wil +5 Cun +5 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +10 (+3 eff.) Resists +12% lightning ---------- misc Light +2 Rings can have magical properties. |
Oakmark the gold ring =7 con= Oakmark the gold ring =7 con=0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +27% nature Melee Ret 12 nature ----- def ----- Resists +12% lightning +12% fire +18% darkness Phys.save +14 (+5 eff.) Rings can have magical properties. |
ash magestaff of invocation (15-18 power, 3 apr, lightning element) ash magestaff of invocation (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+11 eff.) S.pwr/crit +6 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 26.58 to 31.89 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of blasting (15-18 power, 3 apr, blight element) ash vilestaff of blasting (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +12 (+11 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 26.58 to 31.89 blight damage in a radius 3 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of protection (15-18 power, 3 apr, acid element) ash vilestaff of protection (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% acid ----- def ----- Resists +8% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's ash magestaff of breaching (15-18 power, 3 apr, lightning element) magelord's ash magestaff of breaching (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +12 (+11 eff.) Melee+ 20 arcane Dmg.mod +15% lightning Res.pen +8% lightning ---------- misc Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of might (40-48 power, 6 apr, temporal element) potent dragonbone starstaff of might (40-48 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +20 (+15 eff.) Dmg.mod +40% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, fire element) shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+13 eff.) Dmg.mod +30% fire ----- def ----- Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) ---------- misc Mana/turn +0.28 Max.mana +67.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
vined mindstar of flames (4-4.4 power, 18 apr, nature damage) vined mindstar of flames (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural fire should be returned to the wyrm. Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +2% Dmg.mod +10% fire Res.pen +8% fire Melee Ret 8 fire ----- def ----- Resists +7% 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. |
creative living mindstar of clarity (17-18.7 power, 40 apr, nature damage) creative living mindstar of clarity (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +19.00% Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.psi +35.00 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. |
creative living mindstar of the jelly (17-18.7 power, 40 apr, mind damage) creative living mindstar of the jelly (17-18.7 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Crit.mult +21.00% Mind.pwr +10 (+4 eff.) Dmg.mod +10% acid ---------- misc Equi/ret +1.30 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. |
living mindstar of sand (16-17.6 power, 40 apr, mind damage) living mindstar of sand (16-17.6 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural sand should be returned to the wyrm. Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +13% physical Res.pen +20% physical Melee Ret 13 physical ----- def ----- Resists +15% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
insidious stralite steamsaw of fire resistance (+15%) (29.5-44.25 power, 19 apr) insidious stralite steamsaw of fire resistance (+15%) (29.5-44.25 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 29.5 - 44.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +80 Melee+ +26 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +15% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
insidious voratun steamsaw of crushing (40-60 power, 25 apr) insidious voratun steamsaw of crushing (40-60 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +90 Melee+ +53 insidious poison Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- 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! |
voratun steamsaw of erosion (38.5-57.75 power, 25 apr) voratun steamsaw of erosion (38.5-57.75 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Nature/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 Melee+ +12 nature +16 temporal Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- 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! |
Emeloyathra the voratun plate armour (20 def, 31 armour) =DEPTHS= Emeloyathra the voratun plate armour (20 def, 31 armour) =DEPTHS=17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +1 Str dps ---------- Crit.mult +6.00% Dmg.mod +12% physical ----- def ----- Armour +31 Defense +20 (+6 eff.) Fatigue +26% Resists +12% acid +13% cold +6% mind +9% physical Phys.save +25 (+9 eff.) Mind.save +15 (+4 eff.) Die.at -60.00 life Stun/Frz- +15% Teleport- +10% ---------- misc Breathe water A suit of armour made of metal plates. |
Glarequench (2 def, 0 armour) Glarequench (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +2 (+0 eff.) Resists +12% light +9% lightning Max.HP +46.00 Stun/Frz- +0% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) =2 con= resilient cashmere cloak of Iron Throne (2 def, 0 armour) =2 con=2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+0 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+8 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 137.00 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-9 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Eilinubrenne the Swamprot (0 def, 3 armour) Eilinubrenne the Swamprot (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +6% nature +3% acid Res.pen +25% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +9% acid Mind.save +0 (+0 eff.) ---------- misc Stam/ret +1.00 Equi/ret +0.90 A cap made of leather. |
hardened leather cap 'Amydorain' (0 def, 3 armour) hardened leather cap 'Amydorain' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Wil +4 Con dps ---------- Spell.crit +5% Spell.pwr +8 (+8 eff.) Phasing +30% ----- def ----- Armour +3 Fatigue +3% Phys.save +9 (+3 eff.) Spell.save +20 (+10 eff.) Mind.save +5 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +3.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
hardened leather cap 'Glonn' (0 def, 3 armour) =3 con= hardened leather cap 'Glonn' (0 def, 3 armour) =3 con=2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Cun +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+6 eff.) Dmg.mod +3% blight +6% arcane Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +7% cold Spell.save +10 (+5 eff.) ---------- misc Max.mana +20.00 A cap made of leather. |
Khelimas (0 def, 5 armour) Khelimas (0 def, 5 armour)3.0 T5 head armor [Rare] Nature While equipped: Stats +12 Lck dps ---------- Phys.crit +14.0% Spell.crit +8% Mind.crit +8% Res.pen +15% physical Apr +8 Melee Ret 12 physical ----- def ----- Armour +5 Fatigue +5% Resists +5% physical Phys.save +6 (+2 eff.) Max.HP +30.00 ---------- misc Stam/turn +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 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. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
27 onyx 27 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
26 lapis lazuli 26 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 emerald 21 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
23 garnet 23 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 quartz 24 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.0 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. |
4 ruby 4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.0 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. |
11 fire opal 11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.0 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. |
9 moonstone 9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.0 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. |
Glowing Core Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
986 alchemist agate 986 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: dps ---------- Dmg.mod +0% light ---------- misc Light +2 See.Stealth +0 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. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent fungal web potent fungal web0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal plating =6 con= dwarven steel crystal plating =6 con=0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
stralite mental stimulator stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 231] simple healing salve [power 231]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Heal 231 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 303] potent healing salve [power 303]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Heal 303 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 23] potent water salve [power 23]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 1 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 375] powerful healing salve [power 375]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Heal 375 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 32] great fiery salve [power 32]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 2 magical effects and grants a fiery aura (32% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 519] amazing healing salve [power 519]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Heal 519 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Nerebrenne (dig speed 30 turns) Nerebrenne (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.crit +3% Crit.mult +12.00% Dmg.mod +8% nature Res.pen +20% physical ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +13% nature Mind.save +30 (+8 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Xanilaith' (dig speed 22 turns) dwarven-steel pickaxe 'Xanilaith' (dig speed 22 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +8 Wil dps ---------- Phys.crit +11.0% Mind.crit +11% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% light +12% temporal Phys.save +30 (+10 eff.) Die.at -60.00 life Silence- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 27 turns) dwarven-steel pickaxe of endurance (dig speed 27 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe (dig speed 23 turns) voratun pickaxe (dig speed 23 turns)3.0 T5 digger tool [Normal] While equipped: Stats +3 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
overpowered steel torque of charged psionic shield [power 101] (30 cooldown) overpowered steel torque of charged psionic shield [power 101] (30 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 101 for 7 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of kinetic psionic shield [power 151] (20 cooldown) hateful voratun torque of kinetic psionic shield [power 151] (20 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 151 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of thermal psionic shield [power 227] (27 cooldown) overpowered voratun torque of thermal psionic shield [power 227] (27 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 227 for 7 turns Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of thorny skin [power 37] (24 cooldown) supercharged ash totem of thorny skin [power 37] (24 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 40% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 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. |
overpowered ash wand of conjuration [power 271] (15 cooldown) overpowered ash wand of conjuration [power 271] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of conjuration [power 115] (7 cooldown) quick ash wand of conjuration [power 115] (7 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 58 to 115 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy dragonbone wand of conjuration [power 379] (10 cooldown) shadowy dragonbone wand of conjuration [power 379] (10 cooldown)2.0 T5 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 190 to 379 Puts all charms on 10 cooldown 100% to regenerate 7 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of clairvoyance [power 14] (6 cooldown) volcanic dragonbone wand of clairvoyance [power 14] (6 cooldown)2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +4 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 14, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Legion Embers VI the Orc Sawbutcher level 12
27th Retaking 124th year of Ascendancy at 18:38 see stats
By Legion Embers VI the Orc Sawbutcher level 13
32nd Retaking 124th year of Ascendancy at 16:27 see stats
By Legion Embers VI the Orc Sawbutcher level 50
18th Pain 125th year of Ascendancy at 07:43 see stats
By Legion Embers VI the Orc Sawbutcher level 50
16th Retaking 125th year of Ascendancy at 05:12 see stats
By Legion Embers VI the Orc Sawbutcher level 28
24th Dearth 124th year of Ascendancy at 22:26 see stats
By Legion Embers VI the Orc Sawbutcher level 50
22nd Pain 125th year of Ascendancy at 01:06 see stats
By Legion Embers VI the Orc Sawbutcher level 50
6th Revenge 125th year of Ascendancy at 17:03 see stats
By Legion Embers VI the Orc Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 16:21 see stats
By Legion Embers VI the Orc Sawbutcher level 20
20th Revenge 124th year of Ascendancy at 14:19 see stats
By Legion Embers VI the Orc Sawbutcher level 30
26th Dearth 124th year of Ascendancy at 13:27 see stats
By Legion Embers VI the Orc Sawbutcher level 40
11st Remembrance 125th year of Ascendancy at 21:17 see stats
By Legion Embers VI the Orc Sawbutcher level 50
11st Retaking 125th year of Ascendancy at 03:09 see stats
By Legion Embers VI the Orc Sawbutcher level 50
47th Retaking 125th year of Ascendancy at 21:37 see stats
By Legion Embers VI the Orc Sawbutcher level 50
50th Revenge 125th year of Ascendancy at 05:11 see stats
By Legion Embers VI the Orc Sawbutcher level 50
47th Retaking 125th year of Ascendancy at 21:37 see stats
By Legion Embers VI the Orc Sawbutcher level 43
20th Remembrance 125th year of Ascendancy at 13:42 see stats
By Legion Embers VI the Orc Sawbutcher level 35
30th Loss 124th year of Ascendancy at 00:26 see stats
By Legion Embers VI the Orc Sawbutcher level 50
34th Retaking 125th year of Ascendancy at 13:57 see stats
By Legion Embers VI the Orc Sawbutcher level 24
52nd Revenge 124th year of Ascendancy at 05:44 see stats
By Legion Embers VI the Orc Sawbutcher level 29
25th Dearth 124th year of Ascendancy at 18:20 see stats
By Legion Embers VI the Orc Sawbutcher level 50
6th Revenge 125th year of Ascendancy at 11:08 see stats
By Legion Embers VI the Orc Sawbutcher level 50
13rd Revenge 125th year of Ascendancy at 16:24 see stats
By Legion Embers VI the Orc Sawbutcher level 26
10th Pain 124th year of Ascendancy at 06:08 see stats
By Legion Embers VI the Orc Sawbutcher level 32
39th Dearth 124th year of Ascendancy at 03:48 see stats
By Legion Embers VI the Orc Sawbutcher level 16
9th Revenge 124th year of Ascendancy at 09:36 see stats
Log
Bought: creative living mindstar of the jelly (17-18.7 power, 40 apr, mind damage) for 226.14 gold.
Bought: living mindstar of sand (16-17.6 power, 40 apr, mind damage) for 212.43 gold.
Bought: vined mindstar of flames (4-4.4 power, 18 apr, nature damage) for 132.20 gold.
Bought: ash magestaff of invocation (15-18 power, 3 apr, lightning element) for 186.94 gold.
Bought: ash vilestaff of blasting (15-18 power, 3 apr, blight element) for 136.90 gold.
Bought: ash vilestaff of protection (15-18 power, 3 apr, acid element) for 126.45 gold.
Bought: magelord's ash magestaff of breaching (15-18 power, 3 apr, lightning element) for 315.19 gold.
Bought: potent dragonbone starstaff of might (40-48 power, 6 apr, temporal element) for 184.74 gold.
Bought: shimmering dragonbone vilestaff of fate (30-36 power, 6 apr, fire element) for 247.66 gold.
Bought: fire opal for 92.00 gold.
Bought: hateful voratun torque of kinetic psionic shield [power 151] (20 cooldown) for 18.40 gold.
Bought: overpowered steel torque of charged psionic shield [power 101] (30 cooldown) for 12.88 gold.
Bought: overpowered voratun torque of thermal psionic shield [power 227] (27 cooldown) for 18.40 gold.
Bought: supercharged ash totem of thorny skin [power 37] (24 cooldown) for 12.88 gold.
Bought: overpowered ash wand of conjuration [power 271] (15 cooldown) for 12.88 gold.
Bought: quick ash wand of conjuration [power 115] (7 cooldown) for 12.88 gold.
Bought: shadowy dragonbone wand of conjuration [power 379] (10 cooldown) for 18.40 gold.
Bought: volcanic dragonbone wand of clairvoyance [power 14] (6 cooldown) for 36.80 gold.
Bought: ametrine for 18.40 gold.
New Achievement: For a Few Gold More (Insane (Adventure) difficulty)!
Legion Embers VI uses a fiery salve.
Legion Embers VI is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Legion Embers VI deactivates Grinding Shield.
Legion Embers VI deactivates Mow Down.
Legion Embers VI deactivates Goresplosion.
Legion Embers VI deactivates Tempest of Metal.