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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 25 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 9th Dusk 123rd year of Ascendancy at 22:23 1 / 5Killed by Urkis, the High Tempest at level 21 on the 9th Dusk 123rd year of Ascendancy at 23:18 Killed by Beluth the golem at level 22 on the 78th Dusk 123rd year of Ascendancy at 04:16 Killed by mecharachnid (servant of Tool) at level 25 on the 2nd Decay 123rd year of Ascendancy at 03:22 Killed by Veliwyn the naga myrmidon at level 25 on the 2nd Decay 123rd year of Ascendancy at 04:17 |
| Antimagic | Follower |
Primary Stats
| Strength | 59 (base 39) |
| Dexterity | 62 (base 39) |
| Constitution | 42 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 69.4 (base 39) |
Resources
| Life | 719/719 |
| Equilibrium | 30 |
| Steam | 106/106 |
| Healing Factor | 1.2793187734591 |
| Regeneration | 4.385111165839 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 15 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 65 |
| Crit Chance | 35% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Mind | +9% |
| Nature | +15% |
| Physical | +6% |
| Cold | +46% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Nature | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.139431127222 (93.292586063405%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 41 |
| Physical Save | 32 |
| Spell Save | 22 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 57%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 7%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Confusion Resistance | 33% |
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Pinning Resistance | 19% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. |
| Implants | Effective talent level: 2.5 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 122% efficiency and cooldown mod of 82%. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 89%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Antimagic Shield |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 5 conal explosion dealing 35% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed naga tongue. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of elder vampire blood. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ritch stinger. * You've found the needed faerlhing fang. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Morningweeper the pouch of dwarven-steel shots (44/44, 37-44 power, 3 apr) 3.0 T3 shot ammo [Random Unique] Master/Psionic Power 37.0 - 44.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 44 Ranged+ +7 physical +20 mind +8 light On Hit.r1 +8 light On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +2 Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Lisudaramina2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag ----- def ----- Resists +3% darkness +3% temporal Mind.save +5 (+1 eff.) Poison- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Adyrathra (0 def, 5 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Mind.crit +5% Phys.pwr +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% Resists +6% acid +5% arcane Die.at -40.00 life Cut- +20% Silence- +10% ---------- misc Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +9 (+5 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Urthygadil the ash totem of stinging [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical Acc +15 (+4 eff.) ---------- misc Stam/turn +3.00 Sting an enemy dealing 223 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +7 Mind.save +7 (+2 eff.) Confus- +23% Rings make your fingers look great! |
| On fingers | rogue's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +7 (+4 eff.) Resists +22% cold Rings make your fingers look great! |
| Around neck | Velatta the Magmawolf0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Wil +5 Con ----- def ----- Resists +32% fire +12% cold Amulets make your neck look great! |
| In main hand | steady steel steamgun of enduring4.0 T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +8 Wil dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) ----- def ----- Max.HP +12.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Belyhell'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +3 Con +8 Lck dps ---------- Phys.crit +2.0% Crit.mult +20.00% Res.pen +10% blight Melee Ret 6 physical ----- def ----- Resists +3% blight Stealth +5 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
| In off hand | Mardidrarek (0 def, 6 armour, 30-36 power, 118.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 While equipped: Stats +2 Str +1 Dex +3 Con dps ---------- Dmg.mod +9% mind Melee Ret 2 physical ----- def ----- Armour +6 Fatigue +8% Max.HP +59.00 ---------- misc Equi/ret +0.12 Talents +1 Block Handheld deflection devices. |
| Cloak | Turomnir (2 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Dex +3 Cun +4 Con dps ---------- Dmg.mod +6% acid Melee Ret 2 temporal ----- def ----- Defense +2 (+1 eff.) Resists +3% acid ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Lelochak' (0 def, 19 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.crit +4% ----- def ----- Armour +19 Fatigue +22% Resists +5% arcane +20% fire Max.HP +60.00 Poison- +20% ---------- misc Psi/ret +0.08 A suit of armour made of metal plates. |
Inventory
medical injector implant of the titan (efficiency 132% / cooldown 60%)0.1 T1 implant scroll [Ego] 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 132% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
2 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. |
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. |
2 schematic: Focus Lens0.1 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: 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: 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. |
schematic: Moss Tread0.1 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. |
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. |
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: 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. |
4 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: Toxic Cannister Launcher0.1 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: Unstoppable Force 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: 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. |
Cyrodana the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Resists +3% temporal +9% cold Knockbk- +20% Amulets make your neck look great! |
Silalevea0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 ---------- misc Infravis +3 Masteries +0.11 Steamtech/Engineering Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
insulating steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +14% cold Amulets make your neck look great! |
restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
restful steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
savior's gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Phys.save +13 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +13 (+4 eff.) Amulets make your neck look great! |
Goryregoregohir the Shadeoozer0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +6% darkness Res.pen +25% darkness +20% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +24% light +6% cold Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
quick dwarven-steel greatsword of enduring (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex +10 Wil +12 Con dps ---------- Phys.spd +10% Acc +14 (+3 eff.) ----- def ----- Max.HP +42.00 Massive two-handed swords. |
living mindstar 'Offalwaker' (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +16 nature While equipped: Stats +4 Str +4 Dex +7 Mag +5 Wil +3 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 7 lightning Dmg.mod +15% lightning Res.pen +16% lightning Melee Ret 6 nature ----- def ----- Resists +11% lightning Mind.save +13 (+4 eff.) ---------- misc Max.psi +42.00 Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling 'Blindbreacher'4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +12 light While equipped: Stats +3 Cun dps ---------- Res.pen +15% light +6% physical ----- def ----- Resists +2% physical Max.HP +80.00 HP.reg +4.00 Heal.mod +5% Disease- +20% Slings are used to hurl stones or metal shots at your foes. |
Frigidshear1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% cold ----- def ----- Defense +9 (+4 eff.) Resists +3% cold Stealth +6 Die.at -20.00 life ---------- misc Max.stam +20.00 Light +1 A belt that goes around your waist. |
balancing hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Phys.crit +7.0% Mind.crit +5% Mind.pwr +3 (+2 eff.) ----- def ----- Mind.save +8 (+2 eff.) A belt that goes around your waist. |
Lighthash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% fire Res.pen +25% light ----- def ----- Defense +1 (+1 eff.) Resists +6% fire ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinakira (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire Res.pen +5% mind ----- def ----- Resists +16% fire +5% arcane +7% all ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galohor the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +3 Dex +5 Mag +5 Wil dps ---------- Res.pen +25% physical ----- def ----- Resists +9% all Phys.save +9 (+4 eff.) ---------- misc Mana/turn +0.11 Psi/turn +0.16 Equi/ret +0.16 Hate/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 41.10 to 51.37 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Hazestalker (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +9% cold Melee Ret 4 cold ----- def ----- Armour +8 Fatigue +3% Resists +9% lightning Max.HP +100.00 Blind- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toxinjam (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +12% darkness +6% physical Res.pen +10% acid Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 51% * 10% chance to reduce armor by 12% ----- def ----- Armour +3 Resists +9% darkness ---------- misc Size +1 A pair of boots made of leather. |
pair of rough leather boots 'Searsun' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag +2 Cun +3 Con dps ---------- Res.pen +5% fire Melee Ret 6 mind ----- def ----- Armour +1 Crit.chn- 5.00% Phys.save +11 (+5 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +1 Infravis +1 A pair of boots made of leather. |
Rootspar the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +1% physical Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disease- +10% Disarm- +22% 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Sootnaught the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% darkness +10% lightning Melee Ret 4 darkness ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +3% darkness HP.reg +4.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Xynne the Serpentcrack (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 nature Dmg.mod +6% nature Apr +1 Melee Ret 6 acid On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +2 Fatigue +3% Resists +5% nature ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +7 Dex +4 Cun dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
Boltblight the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% light Melee Ret 4 lightning 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning A cap made of leather. |
Galerek (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% physical +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% mind +16% fire A pointy cloth hat, very wizardly... |
Mucuslady the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +4 Wil +2 Cun dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +9% mind Mind.save +10 (+3 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Niyarach the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +3 Cun dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +10% mind +10% physical ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
bladed hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 207.1 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Rimewolf the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +8% mind Mind.save +11 (+3 eff.) ---------- misc Light +3 See.Invis +6 A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+3 eff.) A suit of armour made of mail. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
127 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. |
3 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. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 82% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 166] simple healing salve [power 166]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 82% cooldown modifier. Heal 166 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of dwarven-steel shots of erosion (16/16, 38-46 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 38.5 - 46.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +12 nature Shots are used with slings to pummel your foes to death. |
extending yew totem of healing [power 260] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
7 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. |
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. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Tool the Cornac Annihilator level 21
5th Flare 123rd year of Ascendancy at 21:23 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tool the Cornac Annihilator level 21
2nd Flare 123rd year of Ascendancy at 09:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tool the Cornac Annihilator level 19
20th Pyre 123rd year of Ascendancy at 09:32 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tool the Cornac Annihilator level 22
17th Dusk 123rd year of Ascendancy at 04:14 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tool the Cornac Annihilator level 10
11st Dusk 122nd year of Ascendancy at 17:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tool the Cornac Annihilator level 20
39th Pyre 123rd year of Ascendancy at 02:28 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tool the Cornac Annihilator level 22
40th Dusk 123rd year of Ascendancy at 13:43 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Tool the Cornac Annihilator level 25
2nd Decay 123rd year of Ascendancy at 03:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Tool the Cornac Annihilator level 5
79th Pyre 122nd year of Ascendancy at 20:30 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tool the Cornac Annihilator level 22
23rd Dusk 123rd year of Ascendancy at 21:39 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Tool the Cornac Annihilator level 5
78th Pyre 122nd year of Ascendancy at 03:53 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tool the Cornac Annihilator level 19
20th Pyre 123rd year of Ascendancy at 08:38 see stats
Log
You collect a new ingredient: stack of herbs (bilberry) (1).
You gain 2.57 gold from the melting of horrifying thorny mindstar of life (8-9 power, 24 apr, mind damage).
You gain 5.09 gold from the melting of keeper's yew longbow.
You collect a new ingredient: lump of steel (1).
You gain 17.88 gold from the melting of Eilinakira (28-46 power, 2 apr).
You gain 1.85 gold from the melting of shielding rune of the titan (absorb 244; dur 3; cd 17).
You gain 1.83 gold from the melting of shielding rune (absorb 279; dur 4; cd 16).
You gain 0.62 gold from the melting of shatter afflictions rune (absorb 41; cd 12).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Tool activates Antimagic Shield.
Talent Implant: Medical Injector is ready to use.
Talent Vitality is ready to use.
Talent Flame Turret is ready to use.
Saving done.
Talent Reactive Armor is ready to use.
Talent Mecharachnid is ready to use.
Talent Medic Turret is ready to use.
Talent Reactive Armor is ready to use.
Talent Exoskeleton is ready to use.
Tool activates Exoskeleton.
Talent Hunker Down is ready to use.
Talent Reactive Armor is ready to use.

















































































































