















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 44 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Arykira the lesser vampire at level 13 on the 38th Dusk 122nd year of Ascendancy at 15:28 1 / 6Killed by Ce'Nana the eternal bone giant at level 21 on the 35th Haze 122nd year of Ascendancy at 10:56 Killed by Emelerin the corrupted plasmic disruptor at level 27 on the 11st Regrowth 123rd year of Ascendancy at 18:30 Killed by orc blood mage at level 39 on the 8th Dusk 123rd year of Ascendancy at 08:29 Killed by overpowered greater multi-hued wyrm at level 41 on the 23rd Dusk 123rd year of Ascendancy at 17:51 Killed by overpowered greater multi-hued wyrm at level 41 on the 23rd Dusk 123rd year of Ascendancy at 19:59 |
Primary Stats
| Strength | 67 (base 18) |
| Dexterity | 100 (base 60) |
| Constitution | 89 (base 57) |
| Magic | 53 (base 24) |
| Willpower | 28 (base 10) |
| Cunning | 44 (base 35) |
Resources
| Life | 1257/1257 |
| Steam | 112/112 |
| Healing Factor | 1.157528957529 |
| Regeneration | 0.28938223938224 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 67.21843308342 |
| See Invisible | 67.21843308342 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 80 |
| Crit Chance | 52% |
| APR | 33 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 114 |
| Accuracy | 80 |
| Crit Chance | 52% |
| APR | 33 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| Arcane | +23% |
| Fire | +35% |
| All | +8% |
Offense: Damage Penetration
| Physical | +18% |
| Fire | +10% |
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 115.23535955475 (100%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 21 |
| Physical Save | 78 |
| Spell Save | 48 |
| Mental Save | 43 |
Defense: Resistances
| Lightning | + 60%( 70%) |
| Light | + 50%( 70%) |
| Cold | + 40%( 70%) |
| Darkness | + 51%( 70%) |
| Physical | + 38%( 70%) |
| Fire | + 70%( 70%) |
| All | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Knockback Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Constitution 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 128% efficiency and cooldown mod of 67%. Its effects scale with your Magic 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 191% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.66 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Celestial / Chants | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.56 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Chant of Fortitude |
| detrimental effect | Reduces global action speed by 30%. Slow |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by fire wyrm. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by DelknaCoGu. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 121. | 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. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within15 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | 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 | Undeathnull (20/20, 57.5-69 power, 6 apr) 3.0 T5 shot ammo [Rare] Psionic Power 57.5 - 69.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Rld cld 6 Proj.spd +200% Ranged+ +36 nature +25 mind On Hit.r1 +12 nature On Hit: * Slows global speed by 40% * 28% chance to cause random gloom While equipped: ---------- misc Reload +4 Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Halista'1.0 T3 lite [Rare] Master While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Spell.save +32 (+11 eff.) ---------- misc Mana/turn +0.12 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +0 Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Gauntlets. But with steam power! |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 1.8 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Inertial Twine 'Arthandil'0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +7 Dex +8 Wil +7 Cun +9 Con dps ---------- Spell.crit +2% Phys.pwr +10 (+2 eff.) Dmg.mod +14% fire +5% physical Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +28% fire +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | enraging voratun amulet of perfection (0.36 Steamtech / Chemistry,0.36 Steamtech / Elusiveness)0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical ---------- misc Masteries +0.36 Steamtech/Elusiveness +0.36 Steamtech/Chemistry Amulets can have magical properties. |
| In main hand | swiftstrike voratun steamgun of nature 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +48 Crit +20.0% Atk.spd 111% Range +10 Proj.spd +800% Ranged+ +28 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% nature ----- def ----- Resists +10% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Duathelorder of the Blightspawn 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +10 Mag +4 Wil -8 Cun dps ---------- Dmg.mod +3% fire Res.pen +10% fire Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +8 Defense +7 (+2 eff.) Fatigue -12% Resists +9% lightning +14% fire +7% cold Phys.save +32 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+5 eff.) ---------- misc Max.enc +30 A belt that goes around your waist. |
| In off hand | penetrating voratun steamgun of true shot 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +48 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +12.0% Res.pen +18% physical Phasing +35% Acc +10 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Poleyawen (34 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Wil +3 Cun +6 Con ----- def ----- Defense +34 (+9 eff.) Resists +30% lightning +14% fire +23% light Phys.save +27 (+5 eff.) Stealth +12 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 | Cuirass of the Thronesmen (20 def, 42 armour) 17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +42 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Crit.dmg- 35.00% Phys.save +40 (+8 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
wild infusion (resist 26%; cure mental, magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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." |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gladiator's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 27 light Ranged+ 24 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
psychic's voratun steamgun of nature4.0 T5 steamgun 1H weapon [Ego++] Nature/Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Crit +0.0% Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +9 mind +24 nature Uses 2.0 Steam While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% mind Res.pen +9% nature ----- def ----- Resists +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Pinning- +0% Stun/Frz- +40% Knockbk- +0% Teleport- +0% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +0% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
289 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. |
23 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. |
10 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. |
12 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
Forbidden Tome: "The Day It Came"2.0 T3 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? |
18 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. |
10 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 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
7 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
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 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. |
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. |
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. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
14 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. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 444.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing frost salve [power 44] amazing frost salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 191% efficiency and 58% 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 632] amazing healing salve [power 632]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 191% efficiency and 58% cooldown modifier. Heal 632 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 553] amazing pain suppressor salve [power 553]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 191% efficiency and 58% cooldown modifier. Let you fight up to -553 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 191% efficiency and 58% 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. |
powerful pain suppressor salve [power 395] powerful pain suppressor salve [power 395]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 191% efficiency and 58% cooldown modifier. Let you fight up to -395 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. |
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. |
14 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 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
10 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. |
3 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By DelknaCoGu the Cornac Gunslinger level 36
79th Pyre 123rd year of Ascendancy at 12:42 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By DelknaCoGu the Cornac Gunslinger level 43
28th Dusk 123rd year of Ascendancy at 14:30 see stats
Against all odds
Killed Ukruk in the ambush.By DelknaCoGu the Cornac Gunslinger level 33
22nd Regrowth 123rd year of Ascendancy at 03:21 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By DelknaCoGu the Cornac Gunslinger level 28
13rd Regrowth 123rd year of Ascendancy at 17:11 see stats
Arachnophobia
Destroyed the spydric menace.By DelknaCoGu the Cornac Gunslinger level 39
7th Flare 123rd year of Ascendancy at 22:15 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 DelknaCoGu the Cornac Gunslinger level 41
23rd Dusk 123rd year of Ascendancy at 16:33 see stats
Brave new world
Went to the Far East and took part in the war.By DelknaCoGu the Cornac Gunslinger level 38
5th Flare 123rd year of Ascendancy at 08:55 see stats
Bringer of Doom
Killed a Bringer of Doom.By DelknaCoGu the Cornac Gunslinger level 23
71st Haze 122nd year of Ascendancy at 10:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By DelknaCoGu the Cornac Gunslinger level 19
18th Haze 122nd year of Ascendancy at 21:24 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By DelknaCoGu the Cornac Gunslinger level 42
25th Dusk 123rd year of Ascendancy at 05:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By DelknaCoGu the Cornac Gunslinger level 37
6th Mirth 123rd year of Ascendancy at 19:07 see stats
Dragon's Greed
Amassed 8000 gold pieces.By DelknaCoGu the Cornac Gunslinger level 39
9th Dusk 123rd year of Ascendancy at 20:42 see stats
Exterminator
Killed 1000 creatures.By DelknaCoGu the Cornac Gunslinger level 18
7th Haze 122nd year of Ascendancy at 07:12 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By DelknaCoGu the Cornac Gunslinger level 34
41st Regrowth 123rd year of Ascendancy at 01:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DelknaCoGu the Cornac Gunslinger level 18
53rd Dusk 122nd year of Ascendancy at 12:26 see stats
Level 10
Got a character to level 10.By DelknaCoGu the Cornac Gunslinger level 10
5th Dusk 122nd year of Ascendancy at 16:07 see stats
Level 20
Got a character to level 20.By DelknaCoGu the Cornac Gunslinger level 20
26th Haze 122nd year of Ascendancy at 22:22 see stats
Level 30
Got a character to level 30.By DelknaCoGu the Cornac Gunslinger level 30
18th Regrowth 123rd year of Ascendancy at 07:36 see stats
Level 40
Got a character to level 40.By DelknaCoGu the Cornac Gunslinger level 40
10th Dusk 123rd year of Ascendancy at 03:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By DelknaCoGu the Cornac Gunslinger level 13
29th Dusk 122nd year of Ascendancy at 13:50 see stats
Size is everything
Did over 1500 damage in one attack.By DelknaCoGu the Cornac Gunslinger level 35
62nd Regrowth 123rd year of Ascendancy at 10:50 see stats
Size matters
Did over 600 damage in one attack.By DelknaCoGu the Cornac Gunslinger level 25
78th Haze 122nd year of Ascendancy at 01:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By DelknaCoGu the Cornac Gunslinger level 38
6th Mirth 123rd year of Ascendancy at 21:06 see stats
That was close
Killed your target while having only 1 life left.By DelknaCoGu the Cornac Gunslinger level 39
8th Dusk 123rd year of Ascendancy at 08:28 see stats
The Arena
Unlocked Arena mode.By DelknaCoGu the Cornac Gunslinger level 7
2nd Flare 122nd year of Ascendancy at 13:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DelknaCoGu the Cornac Gunslinger level 23
71st Haze 122nd year of Ascendancy at 20:01 see stats
The secret city
Discovered the truth about mages.By DelknaCoGu the Cornac Gunslinger level 6
79th Pyre 122nd year of Ascendancy at 14:39 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By DelknaCoGu the Cornac Gunslinger level 27
12nd Regrowth 123rd year of Ascendancy at 08:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By DelknaCoGu the Cornac Gunslinger level 28
13rd Regrowth 123rd year of Ascendancy at 01:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By DelknaCoGu the Cornac Gunslinger level 22
41st Haze 122nd year of Ascendancy at 18:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By DelknaCoGu the Cornac Gunslinger level 32
21st Regrowth 123rd year of Ascendancy at 08:50 see stats
Log
You gain 7.89 gold from the transmogrification of temporal drakeskin leather gloves of dispersion (0 def, 3 armour).
You gain 11.67 gold from the transmogrification of undeterred pair of drakeskin leather boots of speed (0 def, 5 armour).
You gain 10.58 gold from the transmogrification of blightbringer's pair of voratun boots of disengagement (0 def, 5 armour).
You gain 7.45 gold from the transmogrification of elven-silk robe of Angolwen (5 def, 0 armour).
You gain 7.49 gold from the transmogrification of truestriking voratun waraxe of torment (40-56 power, 6 apr).
You gain 5.20 gold from the transmogrification of arcing voratun waraxe of torment (40-56 power, 6 apr).
You gain 7.62 gold from the transmogrification of thunderous voratun steamsaw (40-60 power, 25 apr).
You gain 1.75 gold from the transmogrification of voratun battleaxe (55-82.5 power, 4 apr).
You gain 7.83 gold from the transmogrification of truestriking voratun battleaxe of crippling (58.5-87.75 power, 4 apr).
You gain 4.00 gold from the transmogrification of schematic: Thunderclap Coating.
You gain 4.00 gold from the transmogrification of schematic: Healing Salve.
You gain 3.70 gold from the transmogrification of controlled phase door rune (range 8).
You gain 0.64 gold from the transmogrification of sun infusion (rad 6; power 21; turns 3; dispels darkness).
There is an exit to Grushnak Pride here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 20 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: hostile spotted to the east (blue jelly)).
DelknaCoGu shoots!
DelknaCoGu slows down.
DelknaCoGu's Shoot hits Blue jelly for 302 physical, 69 nature (371 total damage).
Blue jelly's Slime Spit hits DelknaCoGu for (18 resist armour), 0 cold, (19 resist armour), 0 nature (0 total damage).
DelknaCoGu's Shoot killed Blue jelly!
Saving done.
DelknaCoGu deactivates Chant of Fortitude.
DelknaCoGu tessellates his cloak!
DelknaCoGu speeds up.













































































































