












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 41 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 19 on the 7th Loss 122nd year of Ascendancy at 11:31 / 3Killed by Aereda the orc pyromancer at level 36 on the 10th Profit 123rd year of Ascendancy at 08:25 Killed by Betokira the Flamebringer at level 41 on the 2nd Loss 123rd year of Ascendancy at 04:37 |
Primary Stats
| Strength | 63 (base 26) |
| Dexterity | 11 (base 11) |
| Constitution | 58 (base 30) |
| Magic | 16 (base 12) |
| Willpower | 125 (base 62) |
| Cunning | 88 (base 60) |
Resources
| Life | 2049/2049 |
| Steam | 100/100 |
| Equilibrium | 28 |
| Psi | 235/235 |
| Healing Factor | 1.4401339505268 |
| Regeneration | 33.335974030937 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | -43.689665512252% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 74 |
| Crit Chance | 61% |
| APR | 83 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 44% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +32% |
| Blight | +20% |
| Arcane | +3% |
| Cold | +82% |
| All | 0% |
| Lightning | +50% |
| Physical | +42% |
| Darkness | +20% |
| Fire | +42% |
| Nature | +24% |
Offense: Damage Penetration
| Acid | +30% |
| Blight | +30% |
| Arcane | +25% |
| Cold | +30% |
| All | 0% |
| Darkness | +30% |
| Physical | +30% |
| Lightning | +30% |
| Mind | +10% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 90.666681833106 (87.807182003187%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 30 |
| Physical Save | 46 |
| Spell Save | 40 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 57%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 44%( 70%) |
| Lightning | + 61%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 70% |
| Stun Resistance | 75% |
| Poison Resistance | 0% |
| Blind Resistance | 25% |
Inscriptions (5/5)
| 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 847 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 340 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 865% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.60 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Icy Skin |
| talent | Psiblades |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 164. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* 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 | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Jetarc1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 32% ----- def ----- Resists +7% blight +9% darkness Phys.save +7 (+3 eff.) HP.reg +4.00 Heal.mod +12% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +8 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 40.33 cold and 31.46 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Isavena the Stormcast0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +8 Str +10 Wil +8 Cun dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +18% lightning Res.pen +20% arcane Rings make your fingers look great! |
| Around waist | Elenurach the rough leather belt 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +13 (+3 eff.) Res.pen +5% mind Melee Ret 6 mind ----- def ----- Defense +10 (+7 eff.) Phys.save +5 (+2 eff.) Proj.slow +25% A belt that goes around your waist. |
| In main hand | Eye of the Wyrm (16-18 power, 76 apr, physical damage) 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 93% Wil, 37% Str, 19% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +76 Crit +18.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +19 (+5 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 6.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 695.38 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
| On hands | Wyrmbreath (0 def, 4 armour) 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 ---------- misc Talents +4 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.2 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 820.84 fire damage over 3 turns. 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. |
| Main armor | enlightening dwarven-steel mail armour of delving (3 def, 28 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +7 Str +5 Wil +6 Cun dps ---------- Melee Ret 50 physical ----- def ----- Armour +28 Defense +3 (+3 eff.) Fatigue +13% Resists +12% darkness +7% physical Mind.save +12 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | linen cloak 'Durokhad' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +30% lightning +3% physical +3% mind Stun/Frz- +50% ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
medical injector implant of the sneak (efficiency 174% / cooldown 54%)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 174% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of the Rift (650.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 650.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 411; dur 4; cd 17)0.1 rune scroll [Ego] 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 unleash a cone dealing 411.31 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding stralite amulet of strength (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str ----- def ----- Resists +21% lightning Stun/Frz- +29% Amulets make your neck look great! |
voratun amulet 'Swampwind'0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +5 Con dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +18% nature Res.pen +20% cold Melee Ret 6 cold On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Resists +22% temporal Mind.save +10 (+2 eff.) Confus- +23% Pinning- +27% Knockbk- +35% Amulets make your neck look great! |
Orb of Many Ways1.0 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. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 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. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
painweaver's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.pwr +18 (+5 eff.) Spell.pwr +19 (+11 eff.) Mind.pwr +12 (+3 eff.) Melee+ 26 physical Ranged+ 9 physical Dmg.mod +6% all On Hit (Melee): * 15% chance to reduce all saves and defense by 39 On Hit (Ranged): * 14% chance to reduce all saves and defense by 39 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
thought-forged voratun dagger (40-52 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Psionic Power 40.0 - 52.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 mind On Hit: * 15% chance to reduce all saves and defense by 39 While equipped: Stats +4 Cun +6 Wil Sharp, short and deadly. |
enhanced voratun greatsword (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +10 Dex +10 Mag +14 Wil +9 Cun +10 Con Massive two-handed swords. |
quick voratun greatsword of crippling (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +17 (+6 eff.) Massive two-handed swords. |
voratun greatsword 'Adinn' (72-116 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 72.5 - 116.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +8 arcane On Crit.r2 +20 arcane +12 temporal On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% arcane Acc +7 (+2 eff.) ----- def ----- Defense +13 (+9 eff.) Disarm- +53% Massive two-handed swords. |
mighty elven-wood longbow of lightning4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +12 lightning While equipped: Stats +6 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +18% lightning Longbows are used to shoot arrows at your foes. |
Butcher (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+6 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 70 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 220.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +12.00% Mind.pwr +6 (+1 eff.) ----- def ----- Max.HP +22.00 HP.reg +1.20 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's living mindstar of frost (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 10 cold Dmg.mod +8% cold Res.pen +7% cold ----- def ----- Armour +16 Resists +11% cold +5% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
pulsing mindstar of storms (14-15 power, 48 apr, nature damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +48 Crit +20.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +3 Mag +1 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 12 lightning Dmg.mod +11% lightning Res.pen +9% lightning ----- def ----- Resists +10% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
earthen 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+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+9 eff.) Dmg.mod +30% fire ----- def ----- Armour +6 Hardiness +4% Phys.save +17 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued elven-wood vilestaff of greater warding (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+8 eff.) Dmg.mod +25% darkness ----- def ----- Armour +8 Defense +8 (+6 eff.) ---------- misc Wards +3 darkness Talents +3 Ward +1 Command Staff On Spell Hit: 10% Sun Ray 3 Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe 'Sunpeal' (44-61 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 acid +16 light +16 blight On Crit.r2 +12 blight While equipped: ----- def ----- Resists +9% acid +15% blight ---------- misc Light +3 One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
insulating drakeskin leather belt of burglary1.0 T5 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +8 Lck ----- def ----- Resists +12% fire +8% cold Stealth +11 ---------- misc T.Disarm +20 Infravis +5 A belt that goes around your waist. |
Yvumira the elven-silk cloak (21 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +25 (+8 eff.) ----- def ----- Defense +21 (+13 eff.) Resists +8% acid +21% light +27% fire +5% cold +9% lightning Stealth +9 Die.at -60.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering elven-silk robe of corrosion (+28%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +19% acid +25% arcane ----- def ----- Resists +28% acid +15% all ---------- misc Max.mana +74.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +6 (+5 eff.) Dmg.mod +16% acid +21% physical +13% temporal +12% fire +11% arcane +17% cold ----- def ----- Resists +16% acid +14% physical +14% fire +15% cold +13% all ---------- misc Max.mana +49.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+7 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+6 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
brawler's drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Str +4 Dex +4 Cun ----- def ----- Armour +3 Phys.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+7 eff.) Apr +15 ----- def ----- Defense +10 (+7 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Brodidunik (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Lck +7 Str dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +5% Melee Ret 10 mind 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 39 ----- def ----- Armour +5 Fatigue +5% Resists +15% light +14% darkness +3% mind Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 566.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+5 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.8 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 49%) for 3 turns. The sound wave is so strong, your foes also take 162.91 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+3 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
voratun helm 'Mireveil' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +3 Dex +3 Cun +9 Con ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearforged stralite mail armour of implacability (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +7 Con ----- def ----- Armour +15 Defense +4 (+4 eff.) Fatigue +17% Resists +10% fire -13% light +9% darkness Phys.save +14 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. |
impenetrable stralite mail armour of Eyal (4 def, 18 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Defense +4 (+4 eff.) Fatigue +12% Max.HP +36.00 HP.reg +6.00 Heal.mod +16% A suit of armour made of mail. |
voratun mail armour of the deep (5 def, 13 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +5 (+5 eff.) Fatigue +12% Resists +9% acid +14% cold ---------- misc Breathe water A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+9 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +20 (+12 eff.) Fatigue +8% Resists +17% darkness +14% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour of the deep (20 def, 12 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +20 (+12 eff.) Fatigue +8% Resists +10% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
marauder's drakeskin leather armour (26 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +8 Defense +26 (+15 eff.) Fatigue +8% Phys.save +13 (+5 eff.) A suit of armour made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
96 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. |
8 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
15 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +5 Cun dps ---------- Acc +6 (+2 eff.) ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 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. |
9 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(167 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+7 eff.) ----- def ----- Resists +7% blight +7% darkness ---------- misc Light +6 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 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 17 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 20% 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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. This item has been sent to the Item's Vault. |
Elemental Orb (Orb of Command)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. |
Orb of Many Ways1.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
49 alchemist bloodstone0.0 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. |
3 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. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 327.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
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. |
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. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+7 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+7 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Gura the Dwarf Wyrmic level 31
31st Stralite 123rd year of Ascendancy at 18:56 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gura the Dwarf Wyrmic level 23
1st Iron 123rd year of Ascendancy at 17:28 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Gura the Dwarf Wyrmic level 30
1st Gold 123rd year of Ascendancy at 17:21 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Gura the Dwarf Wyrmic level 35
30th Voratun 123rd year of Ascendancy at 08:56 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Gura the Dwarf Wyrmic level 39
31st Dearth 123rd year of Ascendancy at 03:07 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Gura the Dwarf Wyrmic level 34
27th Voratun 123rd year of Ascendancy at 23:22 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Gura the Dwarf Wyrmic level 16
29th Wealth 122nd year of Ascendancy at 06:33 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Gura the Dwarf Wyrmic level 19
24th Loss 122nd year of Ascendancy at 02:08 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Gura the Dwarf Wyrmic level 32
38th Stralite 123rd year of Ascendancy at 11:59 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Gura the Dwarf Wyrmic level 19
8th Loss 122nd year of Ascendancy at 04:49 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gura the Dwarf Wyrmic level 19
8th Loss 122nd year of Ascendancy at 13:25 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Gura the Dwarf Wyrmic level 23
14th Iron 123rd year of Ascendancy at 07:44 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Gura the Dwarf Wyrmic level 28
42nd Steel 123rd year of Ascendancy at 13:39 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gura the Dwarf Wyrmic level 23
1st Iron 123rd year of Ascendancy at 15:33 see stats
Huge Appetite (Exploration mode)
Ate 20 bosses.By Gura the Dwarf Wyrmic level 25
17th Iron 123rd year of Ascendancy at 22:23 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By Gura the Dwarf Wyrmic level 39
43rd Dearth 123rd year of Ascendancy at 09:42 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Gura the Dwarf Wyrmic level 31
6th Gold 123rd year of Ascendancy at 06:16 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Gura the Dwarf Wyrmic level 10
1st Acquisition 122nd year of Ascendancy at 03:08 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Gura the Dwarf Wyrmic level 20
2nd Shortage 122nd year of Ascendancy at 14:18 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Gura the Dwarf Wyrmic level 30
45th Steel 123rd year of Ascendancy at 20:40 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Gura the Dwarf Wyrmic level 40
43rd Dearth 123rd year of Ascendancy at 12:08 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Gura the Dwarf Wyrmic level 18
17th Dearth 122nd year of Ascendancy at 08:15 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Gura the Dwarf Wyrmic level 31
36th Stralite 123rd year of Ascendancy at 21:57 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Gura the Dwarf Wyrmic level 27
41st Steel 123rd year of Ascendancy at 16:36 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Gura the Dwarf Wyrmic level 34
24th Voratun 123rd year of Ascendancy at 21:20 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Gura the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 06:23 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Gura the Dwarf Wyrmic level 10
1st Profit 122nd year of Ascendancy at 10:30 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Gura the Dwarf Wyrmic level 23
1st Iron 123rd year of Ascendancy at 17:28 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Gura the Dwarf Wyrmic level 23
14th Iron 123rd year of Ascendancy at 02:45 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Gura the Dwarf Wyrmic level 12
6th Profit 122nd year of Ascendancy at 16:44 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Gura the Dwarf Wyrmic level 37
19th Profit 123rd year of Ascendancy at 22:37 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Gura the Dwarf Wyrmic level 31
21st Gold 123rd year of Ascendancy at 17:17 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Gura the Dwarf Wyrmic level 32
37th Stralite 123rd year of Ascendancy at 19:54 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Gura the Dwarf Wyrmic level 25
18th Iron 123rd year of Ascendancy at 07:30 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Gura the Dwarf Wyrmic level 29
45th Steel 123rd year of Ascendancy at 20:40 see stats
Log
Betokira the Flamebringer casts Flame.
Betokira the Flamebringer's spell attains critical power!
Betokira the Flamebringer hits Gura for 284 fire damage.
Lava floor hits Betokira the Flamebringer for 6 fire damage.
Gura the level 41 dwarf wyrmic was roasted to death by Betokira the Flamebringer on level 1 of Hidden Vault - Vor Pride (3).
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Betokira the Flamebringer killed Gura!
Saving game...
Resting starts...
Talent Draconic Will is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Prismatic Slash is ready to use.
Talent Wing Buffet is ready to use.
Talent Ice Breath is ready to use.
Talent Psiblades is ready to use.
Talent Icy Skin is ready to use.
Talent Rune: Dissipation is ready to use.
Gura activates Psiblades.
Talent Infusion: Healing is ready to use.
Talent Lightning Breath is ready to use.
Gura activates Icy Skin.
Talent Static Field is ready to use.
Gura gains 3% of a turn from Ancestral Life.
Talent Lightning Speed is ready to use.
Talent Elemental Harmony is ready to use.
Talent Burrow is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Saving done.












































































































































































