



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Escorts Enhanced CN 1.5.10Escorts Enhanced 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.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.0Official Expansion!Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Adventuring Technomancy 1.6.1 Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!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: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nur Kit 1.6.0Makes water-breathing equipment reliably available from various locations:
(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.) Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: 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 | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Annihilator |
| Level / Exp | 40 / 62% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 39 (base 11) |
| Dexterity | 123 (base 55) |
| Constitution | 69 (base 46) |
| Magic | 26 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | 1146/1146 |
| Steam | 100/100 |
| Healing Factor | 1.9302928870295 |
| Regeneration | 35.227845188288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 45 |
| See Invisible | 45 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 82 |
| Crit Chance | 52% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +29% |
| Lightning | +56% |
| Cold | +59% |
| Temporal | +27% |
| Blight | +28% |
| Arcane | +47% |
| Fire | +47% |
| All | +22% |
Offense: Damage Penetration
| Physical | +23% |
| Lightning | +36% |
| Cold | +36% |
| Temporal | +21% |
| Blight | +21% |
| Arcane | +31% |
| Fire | +31% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 43 (70.376569037657%) |
| Defense | 74 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 31 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 58%( 70%) |
| Nature | + 58%( 70%) |
| Temporal | + 58%( 70%) |
| Blight | + 62%( 70%) |
| Arcane | + 46%( 70%) |
| Mind | + 45%( 70%) |
| All | + 40%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Confusion Resistance | 70% |
| Knockback Resistance | 25% |
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. |
| 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 179% efficiency and cooldown mod of 50%. 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 158% efficiency and cooldown mod of 52%. |
| 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 11.8 steam per turn. Can be activated for an instant burst of 59 steam. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 196 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Artillery | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| 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 (650/650). Capacitor Discharge |
| 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 |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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. * 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: 31. | 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. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed green worm. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 within3 lumberjacks have died. | 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 |
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 | Ivoselle the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Resists +5% arcane Phys.save +15 (+5 eff.) Heal.mod +20% Confus- +20% Pinning- +25% Stun/Frz- +20% Knockbk- +25% Teleport- +100% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots (24/24, 67.5-81 power, 6 apr) 3.0 T5 shot ammo [Ego+] Master Power 67.5 - 81.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +15.0% Capacity 24 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Galewing the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +9% lightning Res.pen +6% all Apr +6 ----- def ----- Defense +10 (+2 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steam Powered Helm (4 def, 13 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con dps ---------- Acc +25 (+5 eff.) ----- def ----- Armour +13 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 13 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 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 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 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. |
| Around neck | gold amulet 'Floeshine'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +14 Dex +5 Wil +4 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% Resists +6% mind Max.HP +40.00 HP.reg +3.00 Heal.mod +5% Confus- +20% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
| In main hand | thunderous voratun steamgun of true shot 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +13 dazing lightning On Hit: * flashes light on your target dealing 121 damage Uses 2.0 Steam While equipped: Stats +2 Str +3 Dex +3 Mag +4 Wil +3 Cun +3 Con dps ---------- Phys.crit +8.0% Crit.mult +15.00% Res.pen +5% lightning Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Chalasta 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +14 (+3 eff.) Resists +3% mind +5% arcane Phys.save +4 (+2 eff.) Stealth +6 Max.HP +20.00 Confus- +20% A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 100% Cun, 20% Mag Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+5 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+10 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Snowripper (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% blight +12% cold Res.pen +15% blight +5% cold ----- def ----- Defense +3 (+0 eff.) Resists +37% blight +30% nature +30% lightning HP.reg +15.00 Heal.mod +31% 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 | ancient elven-silk robe of power (0 def, 10 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +7% physical +5% temporal +14% all Res.pen +15% temporal +10% physical ----- def ----- Armour +10 Resists +15% all Crit.dmg- 35.00% Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% mind Confus- +22% Amulets can have magical properties. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
stralite amulet 'Scorchblast'0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Dex +11 Mag +7 Cun +3 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) S.pwr/crit +4 Mov.spd +10% Dmg.mod +6% acid +6% fire +5% cold +7% lightning Melee Ret 6 fire ----- def ----- Fatigue -8% Resists +6% fire HP.reg +2.00 ---------- misc Stam/turn +1.20 Mana/turn +0.33 Max.mana +41.00 Light +1 Amulets can have magical properties. |
Ashgrind the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +13 Wil dps ---------- Spell.pwr +24 (+9 eff.) Dmg.mod +9% fire Res.pen +20% temporal ----- def ----- Resists +15% fire Mind.save +9 (+4 eff.) Confus- +20% Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spider's Fangs (18/20, 22-26.4 power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Xutta the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +9% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% darkness +15% mind +8% light Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.29 Max.mana +31.00 A belt that goes around your waist. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Plagueserpent the cashmere cloak (13 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Mag +14 Wil +7 Cun dps ---------- Spell.crit +6% Mind.crit +6% Melee Ret 6 nature ----- def ----- Defense +13 (+3 eff.) Resists +3% darkness Phys.save +10 (+4 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Tarrigaldil' (9 def, 5 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +15 Dex +4 Wil +4 Cun +7 Lck dps ---------- Crit.mult +15.00% Apr +1 ----- def ----- Armour +5 Defense +9 (+2 eff.) Phys.save +21 (+7 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) Stealth +9 Die.at -40.00 life Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
Tulifast the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% mind HP.reg +1.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kheluchak (5 def, 22 armour)1.0 T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Con dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 11 physical 25 darkness 11 mind Dmg.mod +3% physical On Hit (Melee): * 22% chance to reduce all saves and defense by 25 ----- def ----- Armour +22 Hardiness +11% Defense +5 (+1 eff.) Resists +6% acid +8% physical +3% fire Mind.save -9 (-4 eff.) Die.at -20.00 life Silence- +20% Disarm- +0% Stun/Frz- +20% 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Zubida' (0 def, 6 armour)1.5 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +7 Cun dps ---------- Spell.crit +5% Phys.pwr +9 (+3 eff.) Spell.pwr +7 (+3 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +6% blight +3% lightning +10% darkness +7% light ---------- misc Mana/turn +0.16 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 59.61 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Silence- +0% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
5 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. |
2 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
2 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 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. |
3 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. |
2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
1185 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. |
Radharach the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun ----- def ----- Resists +3% blight Mind.save +5 (+3 eff.) Confus- +10% Stun/Frz- +20% ---------- misc Max.psi +40.00 Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+5 eff.) ----- def ----- Resists +7% blight +6% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 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 40 blight damage or heals 47 life. Creatures standing in the retch also have 11% 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. |
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. |
powerful fiery salve [power 31] powerful fiery salve [power 31]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 50% cooldown modifier. Remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 420] powerful healing salve [power 420]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 50% cooldown modifier. Heal 420 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 364] powerful pain suppressor salve [power 364]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 50% cooldown modifier. Let you fight up to -364 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 40] amazing frost salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 40] amazing water salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
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. |
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. |
Cuthidunadan the dwarven-steel torque of mindblast [power 190] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% arcane ----- def ----- Resists +6% blight +3% cold +18% darkness Spell.save +3 (+2 eff.) Blast the opponent's mind dealing 232 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By John the Ogre Annihilator level 37
25th Pyre 123rd year of Ascendancy at 19:18 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By John the Ogre Annihilator level 29
18th Regrowth 123rd year of Ascendancy at 00:53 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By John the Ogre Annihilator level 34
78th Regrowth 123rd year of Ascendancy at 07:04 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By John the Ogre Annihilator level 32
68th Regrowth 123rd year of Ascendancy at 06:05 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By John the Ogre Annihilator level 16
35th Dusk 122nd year of Ascendancy at 16:22 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By John the Ogre Annihilator level 39
7th Flare 123rd year of Ascendancy at 22:29 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By John the Ogre Annihilator level 29
29th Regrowth 123rd year of Ascendancy at 20:35 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By John the Ogre Annihilator level 23
68th Haze 122nd year of Ascendancy at 09:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By John the Ogre Annihilator level 21
55th Haze 122nd year of Ascendancy at 16:23 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By John the Ogre Annihilator level 39
8th Mirth 123rd year of Ascendancy at 10:42 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By John the Ogre Annihilator level 32
67th Regrowth 123rd year of Ascendancy at 10:51 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By John the Ogre Annihilator level 29
17th Regrowth 123rd year of Ascendancy at 21:18 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By John the Ogre Annihilator level 37
22nd Pyre 123rd year of Ascendancy at 03:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By John the Ogre Annihilator level 10
1st Flare 122nd year of Ascendancy at 02:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By John the Ogre Annihilator level 20
38th Haze 122nd year of Ascendancy at 08:40 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By John the Ogre Annihilator level 30
43rd Regrowth 123rd year of Ascendancy at 01:30 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By John the Ogre Annihilator level 40
7th Flare 123rd year of Ascendancy at 22:29 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By John the Ogre Annihilator level 37
25th Pyre 123rd year of Ascendancy at 20:40 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By John the Ogre Annihilator level 29
18th Regrowth 123rd year of Ascendancy at 00:53 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By John the Ogre Annihilator level 16
63rd Dusk 122nd year of Ascendancy at 14:08 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By John the Ogre Annihilator level 36
16th Pyre 123rd year of Ascendancy at 19:20 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By John the Ogre Annihilator level 22
67th Haze 122nd year of Ascendancy at 04:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By John the Ogre Annihilator level 17
32nd Haze 122nd year of Ascendancy at 17:14 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By John the Ogre Annihilator level 40
8th Flare 123rd year of Ascendancy at 04:41 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By John the Ogre Annihilator level 29
18th Regrowth 123rd year of Ascendancy at 00:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By John the Ogre Annihilator level 6
2nd Mirth 122nd year of Ascendancy at 23:12 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By John the Ogre Annihilator level 29
18th Regrowth 123rd year of Ascendancy at 00:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By John the Ogre Annihilator level 6
4th Mirth 122nd year of Ascendancy at 19:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By John the Ogre Annihilator level 20
54th Haze 122nd year of Ascendancy at 12:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By John the Ogre Annihilator level 13
12nd Dusk 122nd year of Ascendancy at 09:37 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By John the Ogre Annihilator level 34
77th Regrowth 123rd year of Ascendancy at 15:27 see stats
Log
Ran for 8 turns (stop reason: hostile spotted to the north (Orcs patrol)).
--------------------------------
Today is the 9th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
--------------------------------
Anorithil patrol kills Orcs patrol.
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 10th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 11st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 12nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 13rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 14th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 15th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 16th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Ran for 2 turns (stop reason: hostile spotted to the west (Orcs patrol)).
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Today is the 17th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
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There is a Gates of Morning (Town) here (press '' or right click to use).
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John deactivates Incendiary Grenade.
John deactivates Rocket Pod.
John deactivates Exoskeleton.


















































































































