









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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Orc |
| Class | Anorithil |
| Level / Exp | 50 / 2263% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 8 on the 15th Retaking 124th year of Ascendancy at 22:29 / 26Killed by Islara the troll pirate at level 16 on the 10th Revenge 124th year of Ascendancy at 22:52 Killed by dreaming horror at level 23 on the 43rd Revenge 124th year of Ascendancy at 01:13 Killed by ritch flamespitter at level 30 on the 4th Dearth 124th year of Ascendancy at 00:04 Killed by Eilinata the orc corruptor (subdued) at level 36 on the 27th Dearth 124th year of Ascendancy at 16:57 Killed by Adywen the sunwall archer at level 37 on the 32nd Dearth 124th year of Ascendancy at 12:17 Killed by Cyrevea the steam giant gunslinger at level 50 on the 10th Retaking 125th year of Ascendancy at 23:31 Killed by Xaselle the steam giant guard at level 50 on the 14th Retaking 125th year of Ascendancy at 03:36 Killed by Lord of Skulls (warrior) at level 50 on the 16th Retaking 125th year of Ascendancy at 09:52 Killed by Neruvena the bloated horror at level 50 on the 19th Retaking 125th year of Ascendancy at 09:27 Killed by Nerotha the oozing horror at level 50 on the 20th Retaking 125th year of Ascendancy at 15:02 Killed by Nerotha the oozing horror at level 50 on the 20th Retaking 125th year of Ascendancy at 16:20 Killed by Nerotha the oozing horror at level 50 on the 20th Retaking 125th year of Ascendancy at 17:47 Killed by Nerotha the oozing horror at level 50 on the 20th Retaking 125th year of Ascendancy at 18:58 Killed by Nerotha the oozing horror at level 50 on the 20th Retaking 125th year of Ascendancy at 20:39 Killed by Nerotha the oozing horror at level 50 on the 20th Retaking 125th year of Ascendancy at 21:58 Killed by Nerotha the oozing horror at level 50 on the 22nd Retaking 125th year of Ascendancy at 00:18 Killed by Nerotha the oozing horror at level 50 on the 22nd Retaking 125th year of Ascendancy at 01:32 Killed by Nerotha the oozing horror at level 50 on the 22nd Retaking 125th year of Ascendancy at 02:51 Killed by Iveranor the titanic horror at level 50 on the 22nd Retaking 125th year of Ascendancy at 21:11 Killed by Velibretira the titan dreadnought at level 50 on the 22nd Retaking 125th year of Ascendancy at 22:16 Killed by worm that walks at level 50 on the 23rd Retaking 125th year of Ascendancy at 04:51 Killed by Islakira the gargantuan sher'tan at level 50 on the 23rd Retaking 125th year of Ascendancy at 23:33 Killed by Eilinebeth the gargantuan sher'tan at level 50 on the 24th Retaking 125th year of Ascendancy at 21:29 Killed by ExpTraitor's temporal clone at level 50 on the 10th Revenge 125th year of Ascendancy at 13:58 Killed by ExpTraitor's temporal clone at level 50 on the 12nd Revenge 125th year of Ascendancy at 05:27 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 36 (base 29) |
| Constitution | 61 (base 60) |
| Magic | 98 (base 60) |
| Willpower | 36 (base 10) |
| Cunning | 87 (base 60) |
Resources
| Mana | 570/570 |
| Negative | 162/162 |
| Vim | 296/296 |
| Life | 1273/1273 |
| Positive | 167/167 |
| Steam | 100/100 |
| Healing Factor | 1.3349470706754 |
| Regeneration | 0.33373676766885 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -991 |
| Infravision | 8 |
| See Stealth | 8 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 23 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +37% |
| Arcane | +30% |
| Cold | +19% |
| All | +15% |
| Lightning | +56% |
| Light | +56% |
| Physical | +19% |
| Darkness | +65% |
| Fire | +19% |
| Nature | +27% |
Offense: Damage Penetration
| Arcane | +92% |
| Nature | +52% |
| All | +32% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 1 |
| Physical Save | 25 |
| Spell Save | 54 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 45%( 70%) |
| Cold | + 51%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 66%( 70%) |
| Light | + 84%( 90%) |
| Mind | + 57%( 70%) |
| Darkness | + 63%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 91% |
| Confusion Resistance | 61% |
| Silence Resistance | 59% |
| Instadeath Resistance | 100% |
| Blind Resistance | 34% |
Inscriptions (5/5)
| 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 956% 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 Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 3 times. |
Class Talents
| Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Celestial / Eclipse | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Celestial / Sunlight | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Twilight | 1.50 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Corona |
| talent | Hymn of Perseverance |
| talent | Range Amplification Device |
| talent | Premonition |
| talent | Hymn Nocturnalist |
| talent | Chant of Resistance |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Dagefang (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Res.pen +25% arcane Phasing +20% ----- def ----- Armour +4 Fatigue +3% Resists +6% nature Stealth +8 Disease- +20% Silence- +29% Confus- +27% Stun/Frz- +27% ---------- misc Vim/s.crit +2.00 Talents +4 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Dúathedlen Heart 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness Dmg.mod +16% light ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -996 Infravis +7 See.Stealth +8 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | hardened leather cap 'Xeryrinn' (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Cun +3 Str dps ---------- Spell.crit +6% Res.pen +25% arcane Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +3% Resists +15% light +13% darkness Crit.chn- 15.00% Mind.save +15 (+5 eff.) ---------- misc Mana/s.crit +2.00 Light +3 A cap made of leather. |
| Tool | dragonbone wand of lightning storm 'Belama' [power 482] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Spell.crit +9% Crit.mult +22.27% S.pwr/crit +8 ----- def ----- Resists +9% mind ---------- misc Mana/turn +0.16 Create a radius 3 storm for 5 turns. Each turn, creatures within take 150 lightning damage and will be dazed for 1 turn (751 total damage) Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 344.09 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | drakeskin leather belt 'Bilesweep' 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +9 Mag +11 Wil dps ---------- Spell.crit +15% Crit.mult +15.00% Spell.pwr +20 (+3 eff.) Dmg.mod +30% lightning +12% nature Res.pen +20% nature ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Mana/s.crit +2.62 Max.mana +130.77 A belt that goes around your waist. |
| In main hand | Starcaller (129% power, 4 apr, darkness element) 5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 120% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
| On hands | storm voratun gauntlets of war-making (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +16% Crit.mult +9.00% Melee+ 5 lightning Dmg.mod +7% lightning ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning ---------- misc Talents +1 Sand Shredder 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 | Worm Nest (0 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Armour +10 Resists +13% all Dmg.red +22 all Crit.chn- 35.00% Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 10 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Radiance (15 def, 0 armour) 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +18% lightning +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Stun/Frz- +30% This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+10 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+7 eff.) Mind.pwr +40 (+9 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
medical injector implant (efficiency 80% / cooldown 60%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 125% / cooldown 51%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 138% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 149% / cooldown 99%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 174% / cooldown 63%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 113% / cooldown 85%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 149% / cooldown 65%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 231; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -312; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -312 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 312 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -731; dur 5; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -731 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 731 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 545%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 545% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 812%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 490%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 774%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 774% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 914%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 914% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 834%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 834% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 233; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical, physical; dur 2; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 2 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 nature talent. |
wild infusion (res 20%; mental, magical; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 and magical effect and reduce all damage taken by 20% for 3 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 nature talent. |
wild infusion of the duelist (res 22%; magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 26%; mental, magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 and magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 20%; mental, physical; dur 4; cd 13)0.1 infusion scroll [Ego] 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 and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 62; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 91; cd 13)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 135; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 41; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 113; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 113 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 51; blocks 6; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 53; blocks 3; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Armeromidin the Satyrsorrow0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +5% light Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +15% nature ---------- misc Light +2 Amulets make your neck look great! |
steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
archmage's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) Melee+ 10 light 5 darkness Dmg.mod +6% acid +8% light +10% darkness +6% cold +5% lightning +6% fire On Melee Ret: * 7% chance to reduce damage dealt by 32% * 7% chance to blind Amulets make your neck look great! |
Dawnquick0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Con ----- def ----- Resists +9% lightning +6% physical +26% blight +9% nature +12% temporal Crit.chn- 19.62% Phys.save +20 (+10 eff.) Mind.save +21 (+7 eff.) Max.HP +80.00 HP.reg +7.00 Heal.mod +15% Teleport- +26% ---------- misc Light +3 Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Furnace's kiss'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +6% acid +15% mind Res.pen +20% acid +10% fire +20% mind On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Resists +6% acid Rings make your fingers look great! |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
gold ring of light (+20%)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +5 (+3 eff.) Rings make your fingers look great! |
sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +16 (+8 eff.) Apr +12 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Chargekarma the stralite ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +6 Wil +6 Cun dps ---------- Mind.pwr +10 (+2 eff.) Mov.spd +16% Dmg.mod +6% lightning +3% temporal Res.pen +20% temporal Acc +20 (+10 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
voratun ring 'Bleakbringer'0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +12 Cun +7 Mag dps ---------- Spell.pwr +15 (+2 eff.) Melee Ret 10 darkness ----- def ----- Crit.chn- 15.00% Phys.save +9 (+4 eff.) Spell.save +6 (+2 eff.) Poison- +20% Knockbk- +20% ---------- misc Light +3 Rings make your fingers look great! |
bloodlich's dragonbone magestaff of wizardry (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Mag +5 Wil +10 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +27 (+4 eff.) Dmg.mod +30% arcane ---------- misc N.En/turn +0.20 Vim/s.crit +8.00 Max.mana +110.00 Max.vim +40.00 Max.N.En +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone starstaff of might (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +7 Cun +8 Con dps ---------- Spell.crit +16% Crit.mult +26.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +31.00 Max.N.En +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of invocation (136% power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +20.00% Spell.pwr +25 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% light ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 64.96 to 77.95 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Razorlock (129% power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Str 40 [Unique] Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+3 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Ivymina' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +22% fire Melee Ret 8 arcane ----- def ----- Resists +39% fire +11% all Crit.chn- 15.00% HP.reg +4.00 Pinning- +20% ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
stargazer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.crit +9% Spell.pwr +26 (+4 eff.) S.pwr/crit +4 Dmg.mod +19% light +23% darkness ----- def ----- Resists +15% all Silence- +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +23% Spell.pwr +40 (+7 eff.) Dmg.mod +18% light +30% darkness ----- def ----- Resists +15% all ---------- misc Mana/turn +0.40 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +25% acid +25% physical +26% light +16% cold +25% fire +30% darkness ----- def ----- Resists +20% acid +20% physical +20% fire +16% cold +15% all ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of Linaniil (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +20% Spell.pwr +35 (+6 eff.) Dmg.mod +30% arcane +30% temporal ----- def ----- Resists +15% all ---------- misc Mana/turn +0.23 Max.mana +210.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +5% light +5% darkness Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Icetrial1.0 T3 belt armor [Rare] Master While equipped: Stats +9 Mag dps ---------- Spell.crit +3% S.pwr/crit +8 Dmg.mod +9% cold Melee Ret 10 blight ----- def ----- Defense +16 (+4 eff.) Stealth +11 ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Gorestreaker the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +11% darkness +12% light Res.pen +20% mind +20% light +20% nature +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +6% nature Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchtyphoon the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex +4 Wil +9 Cun +4 Con dps ---------- Mind.crit +6% Res.pen +25% cold ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrwisp the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +18.00% Dmg.mod +21% nature Res.pen +10% light Acc +9 (+5 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +6% nature Stealth +8 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 28 out of 28/28. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 194.50 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
undeterred pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +14% darkness +13% temporal ----- def ----- Armour +3 Resists +10% darkness +13% temporal Silence- +32% Confus- +29% Stun/Frz- +26% Def/telep +13 Res/telep +14% Dur/telep +16% A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Eilinuriamissra the hardened leather gloves (0 def, 12 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +5 Wil +10 Con dps ---------- Crit.mult +10.00% Phys.pwr +9 (+2 eff.) Melee+ 4 acid 5 fire 6 cold 7 lightning Dmg.mod +6% physical ----- def ----- Armour +12 Hardiness +8% Resists +5% physical ---------- misc Mana/turn +0.04 Max.mana +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding linen wizard hat of the mountain (+7%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +7% lightning +10% physical +5% temporal A pointy cloth hat, very wizardly... |
Harihad the drakeskin leather hat (0 def, 21 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +22.45% Mind.pwr +34 (+8 eff.) Dmg.mod +12% mind ----- def ----- Armour +21 Fatigue +5% ---------- misc Stam/turn +3.37 Max.stam +33.67 Infravis +4 A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
Velyriana (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Acc +30 (+15 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +11% temporal +12% light +15% blight +9% fire A cap made of leather. |
Xyldavena the Glintwing (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +4 Con dps ---------- Dmg.mod +3% light ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness +9% blight +22% fire +5% arcane +5% cold A pointy cloth hat, very wizardly... |
grounding hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +6% temporal A cap made of leather. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+10 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +3% Dmg.mod +20% blight +12% arcane Res.pen +5% cold Melee Ret 10 vim draining blight ----- def ----- Resists +10% mind +9% lightning Mind.save +15 (+5 eff.) Confus- +31% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22% and all saves by 38, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
6 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. |
11 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
21 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. |
28 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
34 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. |
30 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. |
31 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 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. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
5 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. |
9 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. |
12 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. |
3 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. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
667 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. |
Neranor the Brightbait1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex +2 Wil dps ---------- Res.pen +10% acid ----- def ----- Resists +21% fire Blind- +25% Confus- +16% ---------- misc Light +11 See.Stealth +11 See.Invis +11 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Aerobeth the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Dex +1 Mag +3 Cun dps ---------- Spell.crit +6% Mind.crit +11% Crit.mult +10.00% Spell.pwr +26 (+4 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +15% blight +15% darkness Mind.save +12 (+4 eff.) Max.HP +80.00 ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 Max.mana +60.00 Light +5 Infravis +6 See.Invis +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 41 blight damage or heals 44 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitter0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 22] powerful fiery salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 28] amazing fiery salve [power 28]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (28% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 28] amazing frost salve [power 28]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 238] potent healing salve [power 238]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Heal 238 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 352] great healing salve [power 352]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Heal 352 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 409] amazing healing salve [power 409]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Heal 409 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 306] great pain suppressor salve [power 306]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Let you fight up to -306 life and reduces all damage by 25% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 358] amazing pain suppressor salve [power 358]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Let you fight up to -358 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 unstoppable force salve [power 114] amazing unstoppable force salve [power 114]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Increases all saves by 114 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful water salve [power 22] powerful water salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eloda (dig speed 27 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- Phys.crit +3.0% Spell.crit +8% Mind.crit +5% Phys.pwr +15 (+3 eff.) Apr +7 Melee Ret 10 mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Max.mana +44.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xerarinor the Ashfear (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% darkness Res.pen +25% darkness +25% fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +12% light +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Ereludratar' (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +15 Str +2 Dex +2 Mag +13 Wil +2 Cun +4 Con dps ---------- Phys.crit +9.0% Mind.crit +13% Crit.mult +18.00% Phys.pwr +8 (+2 eff.) Apr +7 ----- def ----- Crit.chn- 15.00% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 310/400 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. |
piercing dwarven-steel torque of psionic shield [power 75] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone wand of shielding 'Shadejustice' [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +7 Wil dps ---------- S.pwr/crit +8 Dmg.mod +9% darkness Res.pen +15% darkness +25% arcane ---------- misc Mana/turn +0.20 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By ExpTraitor the Orc Anorithil level 20
28th Revenge 124th year of Ascendancy at 00:23 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By ExpTraitor the Orc Anorithil level 15
51st Retaking 124th year of Ascendancy at 08:05 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By ExpTraitor the Orc Anorithil level 50
18th Retaking 125th year of Ascendancy at 07:35 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By ExpTraitor the Orc Anorithil level 34
25th Dearth 124th year of Ascendancy at 16:43 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By ExpTraitor the Orc Anorithil level 50
11st Retaking 125th year of Ascendancy at 02:15 see stats
Level 10 (Exploration mode)
Got a character to level 10.By ExpTraitor the Orc Anorithil level 10
17th Retaking 124th year of Ascendancy at 05:28 see stats
Level 20 (Exploration mode)
Got a character to level 20.By ExpTraitor the Orc Anorithil level 20
16th Revenge 124th year of Ascendancy at 04:16 see stats
Level 30 (Exploration mode)
Got a character to level 30.By ExpTraitor the Orc Anorithil level 30
10th Pain 124th year of Ascendancy at 19:53 see stats
Level 40 (Exploration mode)
Got a character to level 40.By ExpTraitor the Orc Anorithil level 40
37th Dearth 124th year of Ascendancy at 17:55 see stats
Level 50 (Exploration mode)
Got a character to level 50.By ExpTraitor the Orc Anorithil level 50
42nd Remembrance 125th year of Ascendancy at 03:55 see stats
Once Upon A Time, In the West... (Exploration mode)
Hear the Eidolon's retelling of the Scourge from the West's journey.By ExpTraitor the Orc Anorithil level 50
9th Revenge 125th year of Ascendancy at 11:33 see stats
One Ill Turn Deserves Another (Exploration mode)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By ExpTraitor the Orc Anorithil level 50
16th Retaking 125th year of Ascendancy at 00:27 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By ExpTraitor the Orc Anorithil level 36
28th Dearth 124th year of Ascendancy at 15:43 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By ExpTraitor the Orc Anorithil level 50
26th Retaking 125th year of Ascendancy at 02:18 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By ExpTraitor the Orc Anorithil level 37
28th Dearth 124th year of Ascendancy at 18:06 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By ExpTraitor the Orc Anorithil level 18
13rd Revenge 124th year of Ascendancy at 08:52 see stats
The Dead God Rests (Exploration mode)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By ExpTraitor the Orc Anorithil level 50
27th Retaking 125th year of Ascendancy at 14:21 see stats
The High Lady's Destiny (Finale) (Exploration mode)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By ExpTraitor the Orc Anorithil level 39
37th Dearth 124th year of Ascendancy at 17:55 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By ExpTraitor the Orc Anorithil level 26
9th Pain 124th year of Ascendancy at 20:03 see stats
To the Bitter End (Exploration mode)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By ExpTraitor the Orc Anorithil level 50
27th Retaking 125th year of Ascendancy at 21:05 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By ExpTraitor the Orc Anorithil level 43
50th Dearth 124th year of Ascendancy at 15:51 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By ExpTraitor the Orc Anorithil level 31
4th Dearth 124th year of Ascendancy at 18:07 see stats
Log
Saving game...
There is a Entrance to a ruined dungeon here (press '' or right click to use).
Today is the 13rd Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:25.
Today is the 14th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
There is a Gates of Morning (Town) here (press '' or right click to use).
Today is the 15th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:00.
Today is the 16th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 17th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 18th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Ran for 3 turns (stop reason: hostile spotted to the northwest (Anorithil patrol)).
Saving done.
Today is the 19th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:55.
Today is the 20th Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Ran for 7 turns (stop reason: hostile spotted to the south (Sun Paladins patrol)).
Today is the 21st Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 22nd Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 23rd Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Ran for 2 turns (stop reason: hostile spotted to the south (Anorithil patrol)).
Ran for 2 turns (stop reason: hostile spotted to the north (Anorithil patrol)).
A shield forms around ExpTraitor.




















































































































































