



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.0Official 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:
1.6.2 Sling Fix 1.6.2Very hacky fix for 1.6.2 sling issue. I don't know how addons work and have made no effort for compatibility or proper implementation of this fix, this is purely at a glance. Editing this into an existing save should be safe. Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.6.0Quality 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 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Annihilator |
| Level / Exp | 50 / 1280% |
| Size | medium |
| Lifes / Deaths | Killed by Andlas at level 24 on the 2nd Allure 123rd year of Ascendancy at 21:12 3 / 4Killed by dreaming horror at level 50 on the 65th Haze 123rd year of Ascendancy at 09:29 Killed by Atamathon the Giant Golem at level 50 on the 5th Pyre 124th year of Ascendancy at 04:52 Killed by Atamathon the Giant Golem at level 50 on the 5th Pyre 124th year of Ascendancy at 08:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 155 (base 60) |
| Dexterity | 110 (base 60) |
| Constitution | 70 (base 27) |
| Magic | 31 (base 11) |
| Willpower | 112 (base 45) |
| Cunning | 118 (base 30) |
Resources
| Life | 1642/1642 |
| Equilibrium | 30 |
| Steam | 100/100 |
| Healing Factor | 1.7950000000002 |
| Regeneration | 68.836862345866 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 24.54964786986 |
| See Stealth | 34 |
| See Invisible | 26 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 81 |
| Crit Chance | 73% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.25 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +54% |
| Lightning | +22% |
| Light | +40% |
| Mind | +24% |
| Blight | +34% |
| Acid | +34% |
| Fire | +54% |
| All | +9% |
Offense: Damage Penetration
| Lightning | +30% |
| Light | +10% |
| Mind | +10% |
| Physical | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 113.08934837382 (81.030927835052%) |
| Defense | 61 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 62 |
| Mental Save | 79 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 74%( 80%) |
| Arcane | + 88%( 90%) |
| Cold | + 45%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 53%( 70%) |
| Physical | + 37%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 72% |
| Poison Resistance | 94% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (4/4)
| 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 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 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 200% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity 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 123% efficiency and cooldown mod of 59%. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemical warfare | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| talent | Antimagic Shield |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (230/631). Capacitor Discharge |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 13% talent failure, 69% reduced healing, and take 100.54 additional acid damage from melee and ranged attacks. Miasma Engine |
| beneficial effect | 5% chance to fully absorb any damaging actions. Smogscreen |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 56% and triggers a radius 8 conal explosion dealing 174% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
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 gave the Orb of Many Ways to Tannen to study while you 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. | failed |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Cunning by +5. | 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 Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+3 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Antimagic Rounds (23/23, 80.5-96.6 power, 6 apr) 3.0 T5 shot ammo [Random Unique] Disrupt/Master/Psionic Power 80.5 - 96.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 23 Ranged+ +24 cold +28 darkness Against +20% Living On Hit.r1 +24 cold On Hit: * 49 arcane resource burn On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Guidance 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +12 Wil +12 Cun +12 Con dps ---------- Dmg.mod +16% light ----- def ----- Resists +20% blight +80% arcane Res.Cap +10% blight +20% arcane Phys.save +15 (+3 eff.) Spell.save +30 (+8 eff.) Mind.save +15 (+3 eff.) ---------- misc Equi/turn -2.00 Light +10 See.Stealth +8 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
| On head | Dragonskull Helm (0 def, 20 armour) 3.0 T5 head armor [Unique] Master While equipped: Stats +6 Cun ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +21 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Magiguards (10 def, 3 armour) 1.5 T4 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Phys.pwr +14 (+3 eff.) Mind.pwr +10 (+2 eff.) Melee+ 15 lightning 40 darkness 40 mind Dmg.mod +10% lightning Acc +14 (+3 eff.) Apr +15 On Hit (Melee): * 10% chance to reduce armor by 13% * 25% chance to reduce all saves and defense by 39 * 20% chance to slow global speed by 68% ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +27% blight +3% mind +10% lightning Spell.save +22 (+6 eff.) Mind.save -6 (-2 eff.) HP.reg +11.00 Disarm- +100% Teleport- +24% ---------- misc Stam/turn +2.00 Max.stam +40.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Mageslayer0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +8 Wil +8 Cun +10 Con dps ---------- Phys.pwr +14 (+3 eff.) Mind.pwr +15 (+4 eff.) Res.pen +15% lightning ----- def ----- Fatigue -10% Resists +6% light +21% cold +6% arcane +6% nature Crit.dmg- 15.00% Mind.save +15 (+3 eff.) Confus- +47% ---------- misc Max.enc +40 Rings can have magical properties. |
| On fingers | 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 ---------- misc Talents +1 Draconic Body You have set the ring to grant you Draconic Body! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Voidflash of the Blightspawn0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Res.pen +15% physical Apr +3 Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 39 On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 5 * 34% chance to reduce damage dealt by 32% ----- def ----- Resists +16% lightning Phys.save +19 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +19 (+4 eff.) Heal.mod +17% Cut- +60% Stun/Frz- +32% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 424 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Mage Blaster 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +16 dazing lightning On Hit: * 20% chance to slow global speed by 68% * chills your foe dealing 32 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +4 Mag +1 Wil +4 Cun +4 Con dps ---------- Phys.crit +14.0% Dmg.mod +3% lightning Res.pen +15% lightning Acc +41 (+8 eff.) ----- def ----- Resists +6% darkness +3% blight ---------- misc Hate/m.crit +5.00 Cooldown Strafe -4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Lightning Catcher |
| In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block)7.0 T5 shield armor [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+3 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 108.27 to 135.33 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | cashmere cloak 'Garuidur' (15 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Mind.crit +3% ----- def ----- Defense +15 (+4 eff.) Resists +30% lightning +18% fire +19% light Phys.save +18 (+4 eff.) Mind.save +6 (+1 eff.) Stealth +7 Die.at -50.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spellblock (0 def, 49 armour) 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +9 Wil +11 Cun ----- def ----- Armour +49 Fatigue +22% Resists +21% acid +12% physical +20% darkness Mind.save +25 (+5 eff.) HP.reg +10.00 Poison- +94% Disease- +70% Cut- +70% Knockbk- +24% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 376 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
savior's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +14 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+2 eff.) Blind- +21% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets can have magical properties. |
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. |
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 1 tidal wave that expands slowly over 7 turns, dealing 22.96 cold and 22.96 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. |
Zubabeth the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +6 Mag +2 Wil +4 Cun dps ---------- Res.pen +10% arcane ----- def ----- HP.reg +4.00 Stun/Frz- +28% ---------- misc Light +3 Rings can have magical properties. |
psionicist's stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Melee+ 16 physical Ranged+ 20 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 39 On Hit (Ranged): * 13% chance to reduce all saves and defense by 39 ----- def ----- Mind.save +12 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
enhanced stralite battleaxe of crippling (42-63 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +12 Dex +10 Mag +16 Wil +10 Cun +10 Con dps ---------- Phys.crit +13.0% Massive two-handed battleaxes. |
The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
swashbuckler's stralite steamsaw of fire resistance (+17%) (30-45 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam While equipped: Stats +2 Str +6 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +17% 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! |
stormbringer's cured leather sling of enduring =Keep for CON bonus=4.0 T2 sling 1H weapon [Ego++] Nature Acc+ +0.2% base dam (max 20%) Apr +0 Crit +0.0% Atk.spd 100% Range +7 On Crit.r2 +14 lightning +7 cold While equipped: Stats +5 Con +6 Wil dps ---------- Mov.spd +20% Res.pen +5% lightning +9% cold ----- def ----- Max.HP +11.00 Slings are used to hurl stones or metal shots at your foes. |
Murderfang's Surekill4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% physical Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thunderous stralite steamgun of true shot =keep for STR=4.0 T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +13 dazing lightning Uses 2.0 Steam While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +2 Cun +3 Con dps ---------- Phys.crit +13.0% Res.pen +9% lightning Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Satyrcrypt the voratun steamgun4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Crit +0.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% mind Res.pen +20% nature +10% physical Melee Ret 6 nature On Hit (Ranged): * 20% chance to slow global speed by 68% ----- def ----- Resists +3% fire +9% nature +9% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic pouch of stralite shots of erosion (17/17, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo [Ego+] Nature/Psionic Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 17 Ranged+ +5 nature +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 269 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
drakeskin leather armour of the deep (20 def, 11 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +8% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of leather. |
rough leather belt of the vagrant =Keep for CON bonus=1.0 T1 belt armor [Ego+] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Kindlerock'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +0% acid +0% fire +3% nature +0% blight On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Defense +0 (+0 eff.) Resists +3% acid +12% light Spell.save +7 (+2 eff.) Proj.slow +0% ---------- misc Light +2 Size +1 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (6 def, 0 armour) =Keep for STR=2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +6 (+2 eff.) Resists +0% lightning Phys.save +6 (+1 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
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 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- 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. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Grinoyagund the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor [Rare] Master While equipped: Stats +4 Str +7 Dex +1 Con dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Die.at -20.00 life Disarm- +0% Pinning- +10% Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex +0 Cun ----- def ----- Armour +5 Fatigue +5% Mind.save +0 (+0 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 646.6 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+3 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! |
5 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
7 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. |
5 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. |
3 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. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
9 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
7 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. |
12 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
15 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 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. |
11 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. |
20 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. |
23 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. |
11 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. |
21 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 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. |
17 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 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. |
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. |
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. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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 On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
123 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. |
67 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. |
nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 62.07 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 62.07 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
voratun 1H weapon automaton0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Weapon Automaton: One Handed Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 23] simple frost salve [power 23]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 68% cooldown modifier. Remove 1 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 283] simple healing salve [power 283]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 68% cooldown modifier. Heal 283 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing fiery salve [power 44] amazing fiery salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 68% cooldown modifier. Remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 68% cooldown modifier. Remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 637] amazing healing salve [power 637]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 68% cooldown modifier. Heal 637 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 68% cooldown modifier. Remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
Yvetha the voratun pickaxe (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +10 Mag +10 Cun +5 Con dps ---------- Spell.crit +10% Dmg.mod +14% mind +12% fire Acc +9 (+2 eff.) ----- def ----- Mind.save +14 (+3 eff.) ---------- misc Max.mana +60.00 Light +3 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
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 Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 498.96 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. |
Chamaleg the Gloomdeath [power 23] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Apr +2 ----- def ----- Resists +3% darkness Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending steel torque of psionic shield [power 49] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
focusing elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice =Keep for STR=2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 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. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 68% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2020 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2020/2020 A set of 2020 tiny explosive spheres. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Andlas the Halfling Annihilator level 28
68th Regrowth 123rd year of Ascendancy at 11:07 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Andlas the Halfling Annihilator level 13
29th Dusk 122nd year of Ascendancy at 22:41 see stats
Against all odds
Killed Ukruk in the ambush.By Andlas the Halfling Annihilator level 28
55th Regrowth 123rd year of Ascendancy at 18:23 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Andlas the Halfling Annihilator level 15
44th Dusk 122nd year of Ascendancy at 19:40 see stats
Arachnophobia
Destroyed the spydric menace.By Andlas the Halfling Annihilator level 31
26th Pyre 123rd year of Ascendancy at 21:29 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Andlas the Halfling Annihilator level 50
31st Regrowth 124th year of Ascendancy at 12:41 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Andlas the Halfling Annihilator level 37
46th Dusk 123rd year of Ascendancy at 16:23 see stats
Brave new world
Went to the Far East and took part in the war.By Andlas the Halfling Annihilator level 30
12nd Pyre 123rd year of Ascendancy at 13:07 see stats
Bringer of Doom
Killed a Bringer of Doom.By Andlas the Halfling Annihilator level 14
35th Dusk 122nd year of Ascendancy at 19:46 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Andlas the Halfling Annihilator level 26
16th Regrowth 123rd year of Ascendancy at 05:39 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Andlas the Halfling Annihilator level 15
63rd Dusk 122nd year of Ascendancy at 10:27 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Andlas the Halfling Annihilator level 46
46th Haze 123rd year of Ascendancy at 08:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Andlas the Halfling Annihilator level 29
9th Pyre 123rd year of Ascendancy at 17:12 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Andlas the Halfling Annihilator level 50
11st Dusk 124th year of Ascendancy at 20:22 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Andlas the Halfling Annihilator level 50
66th Haze 123rd year of Ascendancy at 05:58 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Andlas the Halfling Annihilator level 50
12nd Regrowth 124th year of Ascendancy at 09:34 see stats
Exterminator
Killed 1000 creatures.By Andlas the Halfling Annihilator level 20
42nd Haze 122nd year of Ascendancy at 03:10 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Andlas the Halfling Annihilator level 21
64th Haze 122nd year of Ascendancy at 10:50 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Andlas the Halfling Annihilator level 50
9th Regrowth 124th year of Ascendancy at 16:59 see stats
Fool of a Took!
Killed oneself as a halfling.By Andlas the Halfling Annihilator level 24
2nd Allure 123rd year of Ascendancy at 21:12 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Andlas the Halfling Annihilator level 50
1st Wintertide 124th year of Ascendancy at 04:02 see stats
Guiding Hand
Saved all escorted adventurers.By Andlas the Halfling Annihilator level 33
3rd Summertide 123rd year of Ascendancy at 04:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Andlas the Halfling Annihilator level 13
29th Dusk 122nd year of Ascendancy at 21:45 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Andlas the Halfling Annihilator level 50
31st Regrowth 124th year of Ascendancy at 13:23 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Andlas the Halfling Annihilator level 33
58th Pyre 123rd year of Ascendancy at 06:26 see stats
Level 10
Got a character to level 10.By Andlas the Halfling Annihilator level 10
1st Summertide 122nd year of Ascendancy at 23:59 see stats
Level 20
Got a character to level 20.By Andlas the Halfling Annihilator level 20
41st Haze 122nd year of Ascendancy at 18:10 see stats
Level 30
Got a character to level 30.By Andlas the Halfling Annihilator level 30
9th Pyre 123rd year of Ascendancy at 17:12 see stats
Level 40
Got a character to level 40.By Andlas the Halfling Annihilator level 40
67th Dusk 123rd year of Ascendancy at 10:32 see stats
Level 50
Got a character to level 50.By Andlas the Halfling Annihilator level 50
63rd Haze 123rd year of Ascendancy at 06:03 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Andlas the Halfling Annihilator level 50
19th Dusk 124th year of Ascendancy at 02:30 see stats
Orcrist
Killed the leaders of the Orc Pride.By Andlas the Halfling Annihilator level 50
64th Haze 123rd year of Ascendancy at 20:13 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Andlas the Halfling Annihilator level 41
3rd Haze 123rd year of Ascendancy at 04:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Andlas the Halfling Annihilator level 16
7th Haze 122nd year of Ascendancy at 21:57 see stats
Santassacre!
Killed the little helper elves after saving them!By Andlas the Halfling Annihilator level 50
19th Dusk 124th year of Ascendancy at 02:44 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Andlas the Halfling Annihilator level 26
8th Allure 123rd year of Ascendancy at 00:13 see stats
Size is everything
Did over 1500 damage in one attack.By Andlas the Halfling Annihilator level 45
43rd Haze 123rd year of Ascendancy at 19:20 see stats
Size matters
Did over 600 damage in one attack.By Andlas the Halfling Annihilator level 21
77th Haze 122nd year of Ascendancy at 01:28 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Andlas the Halfling Annihilator level 30
9th Pyre 123rd year of Ascendancy at 19:05 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Andlas the Halfling Annihilator level 50
12nd Regrowth 124th year of Ascendancy at 09:34 see stats
That was close
Killed your target while having only 1 life left.By Andlas the Halfling Annihilator level 50
65th Haze 123rd year of Ascendancy at 09:15 see stats
The Arena
Unlocked Arena mode.By Andlas the Halfling Annihilator level 9
3rd Mirth 122nd year of Ascendancy at 08:29 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Andlas the Halfling Annihilator level 13
29th Dusk 122nd year of Ascendancy at 22:41 see stats
The Sun Still Shines
Aeryn survived the last battle.By Andlas the Halfling Annihilator level 50
12nd Regrowth 124th year of Ascendancy at 09:34 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Andlas the Halfling Annihilator level 41
1st Haze 123rd year of Ascendancy at 13:27 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Andlas the Halfling Annihilator level 33
55th Pyre 123rd year of Ascendancy at 06:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Andlas the Halfling Annihilator level 25
7th Allure 123rd year of Ascendancy at 03:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Andlas the Halfling Annihilator level 17
13rd Haze 122nd year of Ascendancy at 18:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Andlas the Halfling Annihilator level 27
55th Regrowth 123rd year of Ascendancy at 09:31 see stats
Log
--------------------------------
Andlas deactivates Rocket Pod.
--------------------------------
Resting starts...
Talent Miasma Engine is ready to use.
Talent Rocket Pod is ready to use.
Talent Exoskeleton is ready to use.
Andlas activates Exoskeleton.
Rested for 23 turns (stop reason: all resources and life at maximum).
--------------------------------
Andlas deactivates Exoskeleton.
Resting starts...
Talent Exoskeleton is ready to use.
Andlas activates Exoskeleton.
Rested for 25 turns (stop reason: all resources and life at maximum).
--------------------------------
Andlas activates Miasma Engine.
--------------------------------
Andlas activates Rocket Pod.
--------------------------------
Andlas deactivates Exoskeleton.
Andlas deactivates Miasma Engine.
Andlas deactivates Antimagic Shield.
Andlas deactivates Rocket Pod.
Andlas deactivates Chemical Grenade.


































































































































































