










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 27 / 63% |
Size | big |
Lifes / Deaths | Killed by Lisiwyn the skeleton warrior at level 24 on the 9th Regrowth 123rd year of Ascendancy at 12:25 3 / 3Killed by Poltergeist Blood-Letter at level 26 on the 15th Regrowth 123rd year of Ascendancy at 06:14 Killed by Poltergeist Psionic Fury at level 27 on the 15th Regrowth 123rd year of Ascendancy at 09:38 |
Antimagic | Follower |
Primary Stats
Strength | 117 (base 58) |
Dexterity | 21 (base 11) |
Constitution | 42 (base 36) |
Magic | 13 (base 10) |
Willpower | 53 (base 28) |
Cunning | 27 (base 10) |
Resources
Life | 787/787 |
Steam | 100/100 |
Stamina | 264/264 |
Equilibrium | 30 |
Healing Factor | 1.533988003127 |
Regeneration | 5.6259730628328 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 25.082562303769 |
See Invisible | 37.082562303769 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 178 |
Accuracy | 44 |
Crit Chance | 13% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Arcane | +15% |
Cold | +6% |
All | 0% |
Lightning | +9% |
Light | +3% |
Physical | +12% |
Mind | +6% |
Darkness | +6% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 46.08934837382 (81.151787968034%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 29 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 21%( 70%) |
Light | + 21%( 70%) |
Nature | + 44%( 70%) |
Blight | + 42%( 70%) |
Physical | + 23%( 70%) |
Cold | + 42%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Poison Resistance | 24% |
Silence Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 218 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Antimagic Shield |
Quests
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
Escort the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell) | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 bear paw. * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 vial of greater demon bile. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within1 lumberjacks have died. | 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 | ![]() dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes stats: +2(-) Cun / +3(-) Wil Physical save: +8 (+3 eff.) (-) Spell save: +7 (+3 eff.) (-) Mental save: +8 (+2 eff.) (-) Stamina each turn: +0.50 (-) Maximum stamina: +18.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Runintir the Bolttooth Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) lightning Changes stats: +2(-) Cun / +4(-) Wil Changes damage: +3%(-) light Maximum life: +45.00 (-) Light radius: +3 (-) Infravision radius: +2 (-) 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 | ![]() Kolentir (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) (-) Armour: +3 (-) Fatigue: +3% (-) Changes stats: +4(-) Str / +3(-) Mag / +4(-) Con Reduces incoming crit damage: 5.00% (-) Pinning immunity: +10% (-) See invisible: +12 (-) Healing mod.: +15% (-) A cap made of leather. |
Tool | ![]() Duathelsorrow (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% (-) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage (Melee): 0(-20) item darkness numbing Changes stats: +5(-) Str Changes resistances: +12%(-) cold Changes damage: +6%(-) darkness Physical save: +18 (+6 eff.) (-) Spell save: +9 (+4 eff.) (-) Silence immunity: +10% (-) Disarm immunity: +20% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Frostfurnace the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6(-) mind Changes stats: +1(-) Wil Changes resistances: +12%(-) physical Changes damage: +9%(-) acid / +12%(-) physical / +6%(-) cold Critical mult.: +5.00% (-) Hate when firing a critical mind attack: +1.00 (-) Mental crit. chance: +1% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 0(-6) mind Changes stats: +3 Dex / +0(-1) Wil Changes resistances: +0%(-12%) physical Changes damage: +0%(-9%) acid / +0%(-12%) physical / +0%(-6%) cold Critical mult.: +0.00% (-5.00%) Hate when firing a critical mind attack: +0.00 (-1.00) Mental crit. chance: +0% (-1%) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Frostoracle (146% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +16(-) cold Damage (radius 1) on hit: +16(-) nature Damage (radius 2) on crit: +4(-) cold When wielded/worn: Changes resistances: +3%(-) cold Changes damage: +9%(-) lightning Massive two-handed swords. |
On hands | ![]() dwarven-steel gauntlets 'Blastclash' (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) (-) Physical power: +20 (+5 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Changes stats: +4(-) Dex / +4(-) Cun / +2(-) Con Changes resistances: +6%(-) lightning Stamina each turn: +3.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() enlightening steel plate armour of command (5 def, 26 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +26 (-) Defense: +5 (+5 eff.) (-) Fatigue: +23% (-) Damage when hit (Melee): 30(-) physical Changes stats: +6(-) Cun / +4(-) Wil Mental save: +26 (+10 eff.) (-) A suit of armour made of metal plates. |
Cloak | ![]() cashmere cloak 'Yvythra' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour penetration: +5 (-) Defense: +2 (+2 eff.) (-) Changes stats: +3(-) Cun / +3(-) Dex Changes resistances: +6%(-) lightning / +2%(-) physical / +12%(-) light / +6%(-) nature Changes damage: +15%(-) arcane Physical save: +9 (+3 eff.) (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Liseyana the Blazerazor Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12%(-) nature / +15%(-) blight Changes resistances penetration: +10%(-) mind Changes damage: +6%(-) mind Poison immunity: +24% (-) Disease immunity: +24% (-) Equilibrium when hit: +0.08 (-) Mental crit. chance: +1% (-) Light radius: +3 (-) Amulets make your neck look great! |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 101% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 104% efficiency and cooldown mod of 72%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() wild infusion (res 20%; mental; dur 3; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental and -physical effect and reduce all damage taken by 20%(-3%) for 3(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 0(-6) mind Changes stats: +0(-1) Wil Changes resistances: +0%(-12%) physical Changes damage: +0%(-9%) acid / +0%(-12%) physical / +0%(-6%) cold Talent mastery: +0.20 Corruption / Fearfire Critical mult.: +0.00% (-5.00%) Spell save: +7 (+4 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Mental crit. chance: +0% (-1%) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." Tap to cycle through comparison choices |
![]() thought-forged dwarven-steel battleaxe of rage (138% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% (-8%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +6.5% (+3.0%) Attack speed: 100% (-) On weapon hit: * 21% chance to reduce all saves and defense by 22 - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 mind / +0(-16) cold Damage (radius 1) on hit: +0(-16) nature Damage (radius 2) on crit: +0(-4) cold When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +9 Str / +5 Cun / +5 Wil Changes resistances: +0%(-3%) cold Changes damage: +0%(-9%) lightning / +10% physical Massive two-handed battleaxes. |
![]() Mardystir (176% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% (+31%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (+2) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-16) cold Damage (radius 1) on hit: +4 temporal / +0(-16) nature / +7 fire Damage (radius 2) on crit: +0(-4) cold When wielded/worn: Accuracy: +27 (+9 eff.) Changes stats: +9 Str / +3 Dex / +4 Cun Changes resistances: +0%(-3%) cold Changes damage: +0%(-9%) lightning / +6% temporal / +13% physical Infravision radius: +3 Massive two-handed mauls. |
![]() verdant silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 (-26) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-23%) Damage when hit (Melee): 0(-30) physical Changes stats: +0(-4) Wil / +0(-6) Cun / +7 Con Changes resistances: +13% all Changes damage: +7% nature Mental save: +0 (+0 eff.) (-26 (-10 eff.)) Poison immunity: +37% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() impenetrable dwarven-steel mail armour of the deep (3 def, 22 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 (-4) Defense: +3 (+3 eff.) (-2 (-2 eff.)) Fatigue: +12% (-11%) Damage when hit (Melee): 0(-30) physical Changes stats: +0(-6) Cun / +0(-4) Wil Changes resistances: +8% acid / +8% cold Allows you to breathe in: water Mental save: +0 (+0 eff.) (-26 (-10 eff.)) A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 (-12) Defense: +3 (+3 eff.) (-2 (-2 eff.)) Fatigue: +6% (-17%) Damage when hit (Melee): 0(-30) physical Changes stats: +0(-6) Cun / +3(-1) Wil Changes resistances: +16% blight / +19% darkness Physical save: +7 (+2 eff.) Mental save: +0 (+0 eff.) (-26 (-10 eff.)) Light radius: +1 A suit of armour made of mail. |
![]() Therapeutic Platemail (4 def, 10 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (-16) Defense: +4 (+4 eff.) (-1 (-1 eff.)) Fatigue: +22% (-1%) Damage when hit (Melee): 0(-30) physical Changes stats: +3 Dex / +0(-4) Wil / +0(-6) Cun / +3 Con Changes resistances: +15% cold / +10% fire Mental save: +0 (+0 eff.) (-26 (-10 eff.)) Healing mod.: +30% Steampower: +10 (+5 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 11 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() noble's rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4(+1) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Damage against: +16% Summoned Reduced damage from: +20% Summoned Life regen: +0.90 Healing mod.: +13% (-2%) A belt that goes around your waist. |
![]() rough leather belt 'Urovon' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Dex / +5(+2) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Changes resistances penetration: +10% arcane Changes damage: +3% blight Physical save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+6 eff.) Mindpower: +3 (+2 eff.) Healing mod.: +0% (-15%) A belt that goes around your waist. |
![]() Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 (-4) Defense: +6 (+6 eff.) Fatigue: +1% (-2%) Changes stats: +8 Mag / +0(-3) Wil / +8(+6) Cun Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +0 (+0 eff.) (-8 (-3 eff.)) Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-18.00) Spellpower: +15 (+6 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 63 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Splendourhacker (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce armor by 12% Damage when hit (Melee): 4 acid / 4 light Changes stats: +0(-3) Wil / +3(+1) Cun / +3 Con Changes resistances: +30% acid Changes damage: +6% light / +15% acid Physical save: +16 (+5 eff.) (+8 (+2 eff.)) Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +19 (+6 eff.) (+11 (+4 eff.)) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-18.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() stabilizing linen wizard hat of knowledge (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +0(-4) Str / +0(-3) Mag / +7 Wil / +3 Cun / +0(-4) Con Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +6 (+2 eff.) Pinning immunity: +0% (-10%) Mindpower: +4 (+2 eff.) See invisible: +0 (-12) Healing mod.: +0% (-15%) A pointy cloth hat, very wizardly... |
![]() warlord's rough leather cap of trickery (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +7 (+1 eff.) (+3 (+0 eff.)) Armour: +1 (-2) Fatigue: +1% (-2%) Changes stats: +4(-) Str / +3 Dex / +0(-3) Mag / +4 Wil / +3 Cun / +0(-4) Con Changes resistances: +5% physical Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +6 (+2 eff.) Pinning immunity: +0% (-10%) See invisible: +0 (-12) Healing mod.: +0% (-15%) A cap made of leather. |
![]() Koroldil (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-) Fatigue: +3% (-) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +0(-4) Str / +0(-3) Mag / +12(+8) Con Changes resistances: +2% physical Changes resistances penetration: +15% blight Reduces incoming crit damage: 0.00% (-5.00%) Pinning immunity: +0% (-10%) See invisible: +0 (-12) Healing mod.: +0% (-15%) A cap made of leather. |
![]() Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +0 (-3) Fatigue: +0% (-3%) Damage when hit (Melee): 12 mind Changes stats: +0(-4) Str / +0(-3) Mag / +4 Wil / +4 Cun / +0(-4) Con Changes damage: +10% mind Reduces incoming crit damage: 0.00% (-5.00%) Pinning immunity: +0% (-10%) Mindpower: +12 (+6 eff.) Mental crit. chance: +5% See invisible: +0 (-12) Healing mod.: +0% (-15%) It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 77.95 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (25% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Getidudir the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-2) lightning Changes stats: +1 Str / +0(-2) Cun / +0(-4) Wil Changes damage: +9% mind / +0%(-3%) light Reduces incoming crit damage: 10.00% Physical save: +5 (+1 eff.) Maximum life: +0.00 (-45.00) Light radius: +4 (+1) Infravision radius: +2 (-) Healing mod.: +12% 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Fatigue: +0% (+6%) Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 10 draining blight Changes stats: +0(-5) Str Changes resistances: +0%(-12%) cold Changes damage: +5% blight / +0%(-6%) darkness Physical save: +0 (+0 eff.) (-18 (-6 eff.)) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Disarm immunity: +0% (-20%) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Fatigue: +0% (+6%) Damage (Melee): 0(-20) item darkness numbing Changes stats: +5 Lck / +0(-5) Str Changes resistances: +0%(-12%) cold Changes damage: +0%(-6%) darkness Trap disarming bonus: +5 Physical save: +0 (+0 eff.) (-18 (-6 eff.)) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Disarm immunity: +0% (-20%) When carried: Talent granted: +0(+-1) Dig 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() steel torque of clear mind [power 2] (22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-5) Str Changes resistances: +0%(-12%) cold Changes damage: +0%(-6%) darkness Physical save: +0 (+0 eff.) (-18 (-6 eff.)) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Disarm immunity: +0% (-20%) When carried: Talent granted: +0(+-1) Dig It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
![]() ash totem of healing [power 182] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-5) Str Changes resistances: +0%(-12%) cold Changes damage: +0%(-6%) darkness Physical save: +0 (+0 eff.) (-18 (-6 eff.)) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Disarm immunity: +0% (-20%) When carried: Talent granted: +0(+-1) Dig It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Gustav Cornacson the Cornac Berserker level 15
52nd Haze 122nd year of Ascendancy at 06:31 see stats
By Gustav Cornacson the Cornac Berserker level 16
78th Haze 122nd year of Ascendancy at 08:41 see stats
By Gustav Cornacson the Cornac Berserker level 8
37th Dusk 122nd year of Ascendancy at 16:12 see stats
By Gustav Cornacson the Cornac Berserker level 20
5th Allure 123rd year of Ascendancy at 14:47 see stats
By Gustav Cornacson the Cornac Berserker level 21
8th Allure 123rd year of Ascendancy at 15:54 see stats
By Gustav Cornacson the Cornac Berserker level 22
4th Regrowth 123rd year of Ascendancy at 00:17 see stats
By Gustav Cornacson the Cornac Berserker level 19
4th Allure 123rd year of Ascendancy at 20:19 see stats
By Gustav Cornacson the Cornac Berserker level 10
13rd Haze 122nd year of Ascendancy at 05:35 see stats
By Gustav Cornacson the Cornac Berserker level 20
5th Allure 123rd year of Ascendancy at 09:46 see stats
By Gustav Cornacson the Cornac Berserker level 21
7th Allure 123rd year of Ascendancy at 20:11 see stats
By Gustav Cornacson the Cornac Berserker level 16
79th Haze 122nd year of Ascendancy at 10:23 see stats
By Gustav Cornacson the Cornac Berserker level 7
31st Dusk 122nd year of Ascendancy at 13:17 see stats
By Gustav Cornacson the Cornac Berserker level 7
14th Dusk 122nd year of Ascendancy at 04:03 see stats
By Gustav Cornacson the Cornac Berserker level 26
13rd Regrowth 123rd year of Ascendancy at 10:37 see stats
By Gustav Cornacson the Cornac Berserker level 16
79th Haze 122nd year of Ascendancy at 06:19 see stats
Log
You gain 5.85 gold from the melting of flaming dwarven-steel longsword of enduring (123% power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.45 gold from the melting of arcing dwarven-steel longsword of massacre (138% power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 15.00 gold from the melting of Poltergeist's Cautery Sword (150% power, 10 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.62 gold from the melting of elemental orite trident of shearing (150% power, 13 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.97 gold from the melting of flaming deep-steel trident of massacre (154% power, 10 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.07 gold from the melting of flaming stralite greatsword of paradox (158% power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.35 gold from the melting of dwarven-steel greatsword of enduring (142% power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.63 gold from the melting of flaming stralite greatmaul of massacre (178% power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.50 gold from the melting of dwarven-steel greatmaul of amnesia (152% power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 6.98 gold from the melting of truestriking steel battleaxe of shearing (125% power, 2 apr).
You gain 4.04 gold from the melting of yew starstaff of protection (120% power, 4 apr, light element).
You gain 5.42 gold from the melting of yew magestaff of channeling (120% power, 4 apr, fire element).
You gain 3.62 gold from the melting of shimmering yew magestaff (120% power, 4 apr, lightning element).
You gain 10.84 gold from the melting of magewarrior's short yew magestaff of wizardry (120% power, 4 apr, lightning element).
You gain 4.87 gold from the melting of lifebinding yew vilestaff (120% power, 4 apr, fire element).
You gain 0.55 gold from the melting of shatter afflictions rune (absorb 20; cd 20).
You gain 1.51 gold from the melting of blink rune (range 4; phase 10; cd 16).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
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