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:
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:
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 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: 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 50 / 1840% |
Size | medium |
Lifes / Deaths | Killed by Xeryreba the large brown snake at level 10 on the 24th Dusk 122nd year of Ascendancy at 21:40 4 / 4Killed by Zubuyatta the vampire at level 32 on the 17th Regrowth 123rd year of Ascendancy at 04:01 Killed by Emeluldawen the orc warrior at level 50 on the 59th Dusk 123rd year of Ascendancy at 09:41 Killed by GET TO DA CHOPPA at level 50 on the 64th Dusk 123rd year of Ascendancy at 20:32 |
Primary Stats
Strength | 61 (base 16) |
Dexterity | 131 (base 62) |
Constitution | 59 (base 25) |
Magic | 125 (base 60) |
Willpower | 69 (base 13) |
Cunning | 128 (base 60) |
Resources
Life | 1112/1222 |
Mana | 796/916 |
Steam | 118/118 |
Healing Factor | 1.9404441027313 |
Regeneration | 68.745456683079 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 9 |
Infravision | 9 |
See Stealth | 65 |
See Invisible | 68 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 189 |
Accuracy | 90 |
Crit Chance | 122% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 96 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 85 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +49% |
Blight | +43% |
Arcane | +26% |
Cold | +32% |
All | +18% |
Lightning | +30% |
Light | +23% |
Physical | +37% |
Mind | +24% |
Darkness | +45% |
Fire | +103% |
Nature | +43% |
Offense: Damage Penetration
Physical | +30% |
Lightning | +25% |
Light | +25% |
Cold | +25% |
Darkness | +73% |
Arcane | +28% |
Fire | +75% |
All | +15% |
Defense: Base
Armour (hardiness) | 76 (57.155997060385%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 42 |
Mental Save | 47 |
Defense: Resistances
Acid | + 39%( 77%) |
Blight | + 32%( 77%) |
Physical | + 27%( 77%) |
Cold | + 76%( 77%) |
All | + 15%( 77%) |
Lightning | + 57%( 77%) |
Light | + 25%( 77%) |
Temporal | + 18%( 77%) |
Mind | + 25%( 77%) |
Darkness | + 28%( 77%) |
Fire | + 77%( 77%) |
Nature | + 29%( 77%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 94% |
Disarm Resistance | 100% |
Confusion Resistance | 10% |
Knockback Resistance | 25% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 91 steam. 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 214% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 176% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Gurera the ghoul. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 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 Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Anti-Gravity Boots (9 def, 9 armour) Anti-Gravity Boots (9 def, 9 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +16 (+5 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (232 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (389 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | Bethulaith the pouch of voratun shots (17/21, 68-82 power, 6 apr) Bethulaith the pouch of voratun shots (17/21, 68-82 power, 6 apr) 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 68.5 - 82.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +36.0% Capacity 21 Ranged+ +8 blight On Hit.r1 +12 mind +4 blight On Crit.r2 +23 temporal On Hit: * 23% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 38 On Crit: * Splash the target with acid dealing 242 damage over 5 turns and reducing armor and accuracy by 31 * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 434 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Arcjeer the dwarven lantern Arcjeer the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +9 (+1 eff.) Dmg.mod +12% lightning +6% acid Res.pen +10% lightning +5% cold +15% all Apr +13 Melee Ret 6 acid 6 lightning ----- def ----- Resists +9% acid Phys.save +11 (+4 eff.) Heal.mod +23% ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (16 def, 0 armour) Eastern Wood Hat (16 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +13 Cun +19 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +16 (+4 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Steam Powered Gauntlets (0 def, 13 armour) Steam Powered Gauntlets (0 def, 13 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | Aerura the Hellsbraze [power 560] (15 cooldown) Aerura the Hellsbraze [power 560] (15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% mind +24% fire Res.pen +10% fire Melee Ret 4 cold ----- def ----- Resists +12% fire +15% cold ---------- misc Hate/m.crit +2.00 Max.psi +20.00 Wards +6 acid +6 cold +5 darkness +6 lightning Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 145 lightning damage and will be dazed for 1 turn (728 total damage) Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Woeserpent the voratun ring Woeserpent the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Cun dps ---------- Phys.pwr +13 (+1 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 35 physical Ranged+ 25 physical Dmg.mod +9% darkness Res.pen +20% darkness +5% cold On Hit (Melee): * 14% chance to reduce all saves and defense by 44 On Hit (Ranged): * 18% chance to reduce all saves and defense by 44 ----- def ----- Resists +12% mind Max.HP +98.00 HP.reg +20.00 Heal.mod +19% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | Abysscut Abysscut0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Phys.pwr +11 (+1 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +6% fire Res.pen +25% fire On Hit (Melee): * 10% chance to slow global speed by 74% ----- def ----- Resists +19% acid +29% cold +19% lightning +41% fire Max.HP +86.00 HP.reg +12.00 Heal.mod +15% Rings make your fingers look great! |
Around neck | Eclipsequill the voratun amulet Eclipsequill the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +9 Wil +7 Mag dps ---------- Crit.mult +20.00% Res.pen +33% darkness Melee Ret 6 darkness On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Armour +9 Defense +13 (+3 eff.) Resists +15% darkness Res.Cap +7% all Phys.save +29 (+8 eff.) ---------- misc Mana/turn +0.32 Max.mana +132.29 Amulets make your neck look great! |
In main hand | Dourenvy Dourenvy 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +16 cold +8 darkness On Hit.r1 +12 darkness On Hit: * 20% chance to reduce damage dealt by 36% * chills your foe dealing 56 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +14 Str +14 Dex +12 Mag +14 Wil +13 Cun +12 Con dps ---------- Phys.crit +12.0% Dmg.mod +18% darkness +14% cold Res.pen +5% darkness Acc +10 (+2 eff.) On Hit (Ranged): * 10% chance to reduce damage dealt by 36% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Infernoblast Infernoblast |
In off hand | Aerunor the voratun shield (0 def, 21 armour, 69-83 power, 352 block) Aerunor the voratun shield (0 def, 21 armour, 69-83 power, 352 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 69.0 - 82.8 Physical Uses 50% Mag, 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +352 Melee+ +12 nature While equipped: Stats +2 Cun +7 Con dps ---------- Crit.mult +5.00% On shield block: * Cause enemies within radius 6 to bleed for 434 physical damage over 5 turns (1/turn) ----- def ----- Armour +21 Fatigue +8% Resists +20% blight +2% physical +17% nature Phys.save +16 (+5 eff.) Max.HP +66.00 ---------- misc See.Invis +3 Talents +1 Block Handheld deflection devices. |
Cloak | Zubera the elven-silk cloak (4 def, 12 armour) Zubera the elven-silk cloak (4 def, 12 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Spell.crit +6% Crit.mult +54.00% Spell.pwr +8 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +8% arcane Res.pen +13% arcane Acc +10 (+2 eff.) Apr +13 On Hit (Melee): * 21 arcane resource burn ----- def ----- Armour +12 Defense +4 (+1 eff.) Resists +30% lightning +9% fire +33% cold +3% temporal Stealth +14 Stun/Frz- +50% ---------- misc Max.mana +95.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour) 9.0 T5 light armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +16 Mag +10 Wil +16 Cun +10 Con dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 409.98 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant of the psychic (efficiency 192% / cooldown 72%) medical injector implant of the psychic (efficiency 192% / cooldown 72%)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 192% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 170% / cooldown 74%) medical injector implant of the sneak (efficiency 170% / cooldown 74%)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 170% efficiency and cooldown mod of 74%. 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 |
movement infusion of the sneak (speed 784%; cd 15) movement infusion of the sneak (speed 784%; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 784% 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. |
schematic: Ablative Armour 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 Groove 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. |
3 schematic: Air Recycler 3 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. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 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: Antimagic Shell 6 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. |
8 schematic: Armour Reinforcement 8 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. |
5 schematic: Back Support 5 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. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 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: Botanical Shell schematic: Botanical 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: Corrosive Shell 6 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 Plating 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. |
7 schematic: Deflection Field 7 schematic: Deflection Field0.1 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. |
9 schematic: Explosive Shell 9 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. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 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: Fiery Salve 4 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: Fireproof Coating 2 schematic: Fireproof 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: Flare Shell 4 schematic: Flare 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. |
8 schematic: Flash Powder 8 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. |
9 schematic: Focus Lens 9 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. |
4 schematic: Frost Salve 4 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. |
5 schematic: Fungal Web 5 schematic: Fungal Web0.1 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: Galvanic Retributor 2 schematic: Galvanic Retributor0.1 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: Grounding Strap 6 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. |
schematic: Hand Cannon schematic: Hand Cannon0.1 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. |
9 schematic: Headlamp 9 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. |
9 schematic: Healing Salve 9 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. |
2 schematic: Hook Shell 2 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. |
2 schematic: Incendiary Groove 2 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. |
5 schematic: Iron Grip 5 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. |
9 schematic: Kinetic Stabiliser 9 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. |
4 schematic: Lightning Coil 4 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. |
4 schematic: Magnetic Shell 4 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. |
5 schematic: Mana Coil 5 schematic: Mana 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. |
5 schematic: Mental Stimulator 5 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. |
5 schematic: Moss Tread 5 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. |
10 schematic: Pain Suppressor Salve 10 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. |
7 schematic: Poison Groove 7 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. |
6 schematic: Razor Edge 6 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. |
5 schematic: Rocket Boots 5 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. |
10 schematic: Rustproof Coating 10 schematic: Rustproof 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. |
6 schematic: Saw Projector 6 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. |
4 schematic: Saw Shell 4 schematic: Saw 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. |
10 schematic: Second Skin 10 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. |
2 schematic: Shocking Edge 2 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. |
8 schematic: Shocking Touch 8 schematic: Shocking Touch0.1 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: Silver Filigree 5 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. |
3 schematic: Spike Attachment 3 schematic: Spike Attachment0.1 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: Spring Grapple 5 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. |
10 schematic: Steamgun 10 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. |
8 schematic: Steamsaw 8 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 Grenade 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 Coating 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. |
5 schematic: Toxic Cannister Launcher 5 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. |
3 schematic: Toxic Shell 3 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. |
3 schematic: Unstoppable Force Salve 3 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. |
5 schematic: Viral Injector 5 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. |
2 schematic: Viral Needlegun 2 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 Sentry 2 schematic: Voltaic Sentry0.1 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 Shell 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. |
5 schematic: Water Salve 5 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. |
6 schematic: Waterproof Coating 6 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. |
2 schematic: Winterchill Edge 2 schematic: Winterchill 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
gold amulet 'Flashnail' gold amulet 'Flashnail'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +4 Mag dps ---------- Phys.crit +5.0% Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +15% lightning +6% temporal +6% light +6% physical +6% darkness Res.pen +15% lightning Acc +30 (+6 eff.) Apr +2 ----- def ----- Resists +6% temporal Amulets make your neck look great! |
insulating voratun amulet of mastery (0.40 Steamtech / Gadgets) insulating voratun amulet of mastery (0.40 Steamtech / Gadgets)0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +30% fire +30% cold ---------- misc Masteries +0.40 Steamtech/Gadgets Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 27/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Emeluvea Emeluvea0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +30 (+4 eff.) ----- def ----- Armour +8 Phys.save +9 (+3 eff.) Mind.save +13 (+5 eff.) Die.at -80.00 life Max.HP +60.00 Confus- +44% Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Exiler Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 138.53 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Wheel of Fate Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +5 Str dps ---------- Mov.spd +19% Dmg.mod +3% fire Acc +14 (+3 eff.) Melee Ret 6 fire ----- def ----- Defense +13 (+3 eff.) Resists +30% acid +27% fire +29% lightning +28% cold Crit.chn- 5.00% HP.reg +5.00 Stun/Frz- +42% ---------- misc Infravis +3 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun ring 'Emuvea' voratun ring 'Emuvea'0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Cun +8 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +19% lightning ----- def ----- Defense +5 (+2 eff.) Resists +38% lightning +6% cold +9% nature Phys.save +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +75.00 HP.reg +23.00 Heal.mod +18% Rings make your fingers look great! |
infernal dragonbone magestaff (30-36 power, 6 apr, lightning element) infernal dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +25 (+5 eff.) Melee+ 35 fire Dmg.mod +30% lightning ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element) infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +36 (+6 eff.) Melee+ 32 fire Dmg.mod +30% cold ---------- misc Max.mana +110.00 See.Invis +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword of evisceration (22-35 power, 2 apr) steel greatsword of evisceration (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 22.0 - 35.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 434 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +13 (+1 eff.) Massive two-handed swords. |
Aerogayara the voratun greatsword (60-95 power, 4 apr) Aerogayara the voratun greatsword (60-95 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Arcane Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +48 blight On Hit: * 42% chance to reduce strength, dexterity, and constitution by 38 While equipped: Stats +9 Mag dps ---------- Phys.crit +4.0% Phasing +40% Apr +8 ----- def ----- Spell.save +21 (+7 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Stam/turn +4.08 Mana/s.crit +2.72 Massive two-handed swords. |
thought-forged voratun greatsword of massacre (84-135 power, 4 apr) thought-forged voratun greatsword of massacre (84-135 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master/Psionic Power 84.5 - 135.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +33 mind On Hit: * 42% chance to reduce all saves and defense by 44 While equipped: Stats +7 Cun +7 Wil Massive two-handed swords. |
Butcher (48-67 power, 12 apr) Butcher (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+3 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
voratun longsword 'Sundream' (44-62 power, 6 apr) voratun longsword 'Sundream' (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +32 acid +32 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex dps ---------- Phys.crit +13.0% Spell.pwr +5 (+1 eff.) Phys.spd +10% Res.pen +25% acid +24% nature Acc +25 (+5 eff.) Apr +14 ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +15% mind Max.HP +80.00 HP.reg +5.44 Heal.mod +5% Disease- +10% Sharp, long, and deadly. |
Swampbringer the voratun waraxe (41-57 power, 6 apr) Swampbringer the voratun waraxe (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 27% chance to slow global speed by 74% * 25% chance for lightning to strike from the target to a second target dealing 145 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Mag +9 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +3% nature Res.pen +14% physical ----- def ----- Crit.chn- 20.40% Phys.save +3 (+1 eff.) Poison- +27% Disarm- +27% Stun/Frz- +27% One-handed war axes. |
enhanced voratun waraxe of ruin (42-59 power, 6 apr) enhanced voratun waraxe of ruin (42-59 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +13 Cun +13 Con dps ---------- Phys.crit +15.0% Crit.mult +34.00% Apr +15 One-handed war axes. |
warbringer's voratun waraxe of evisceration (39-55 power, 6 apr) warbringer's voratun waraxe of evisceration (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 434 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +13.0% Phys.pwr +30 (+4 eff.) Res.pen +15% physical ----- def ----- Disarm- +35% One-handed war axes. |
voratun dagger 'Dawnpall' (38-49 power, 9 apr) voratun dagger 'Dawnpall' (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 38.0 - 49.4 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +27 mind On Hit.r1 +16 fire While equipped: Stats +11 Cun dps ---------- Mind.pwr +41 (+8 eff.) Dmg.mod +12% light +15% mind Acc +15 (+3 eff.) ----- def ----- Defense +14 (+4 eff.) Resists +21% lightning Disarm- +40% ---------- misc Light +4 Sharp, short and deadly. |
acidic iron steamsaw of shearing (11-16 power, 0 apr) acidic iron steamsaw of shearing (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Crit: * Splash the target with acid dealing 242 damage over 5 turns and reducing armor and accuracy by 31 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +9 (+2 eff.) Apr +7 ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking iron steamsaw (12-17 power, 0 apr) truestriking iron steamsaw (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Master/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +8 (+1 eff.) Apr +7 ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow of enduring ash longbow of enduring4.0 T2 longbow 2H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +14 Con +14 Wil ----- def ----- Max.HP +75.00 Longbows are used to shoot arrows at your foes. |
ranger's dragonbone longbow of piercing ranger's dragonbone longbow of piercing4.0 T5 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Dex dps ---------- Res.pen +21% all Acc +38 (+7 eff.) Apr +23 Longbows are used to shoot arrows at your foes. |
reinforced leather sling 'Tundrapain' reinforced leather sling 'Tundrapain'4.0 T4 sling 1H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: * 10 arcane resource burn While equipped: dps ---------- Phys.crit +17.0% Res.pen +16% physical Acc +22 (+4 eff.) ----- def ----- Resists +12% acid +3% temporal +6% light +12% cold Spell.save +12 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of lightning mighty drakeskin leather sling of lightning4.0 T5 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +19 lightning While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +22% lightning Slings are used to hurl stones or metal shots at your foes. |
Flashknave Flashknave4.0 T5 steamgun 1H weapon [Rare] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 fire On Crit.r2 +45 lightning +45 cold Uses 2.0 Steam While equipped: Stats +5 Cun +6 Mag dps ---------- Mov.spd +50% Dmg.mod +15% blight +24% fire Res.pen +22% lightning +20% cold Melee Ret 4 arcane On Hit (Ranged): * 21% chance to reduce armor by 49% ----- def ----- Resists +9% acid Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +3.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazing quiver of yew arrows of erosion (23/23, 30-43 power, 10 apr) blazing quiver of yew arrows of erosion (23/23, 30-43 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 30.5 - 42.7 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Ranged+ +21 nature +35 fire On Crit.r2 +17 fire Arrows are used with bows to pierce your foes to death. |
barbed pouch of voratun shots (20/20, 69-83 power, 6 apr) barbed pouch of voratun shots (20/20, 69-83 power, 6 apr)3.0 T5 shot ammo [Ego+] Master Power 69.0 - 82.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 20 On Crit: * Wound the target dealing 434 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
acidic voratun shield of earthen fury (0 def, 21 armour, 71-85 power, 213.5 block) acidic voratun shield of earthen fury (0 def, 21 armour, 71-85 power, 213.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 71.0 - 85.2 Physical Uses 50% Mag, 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 On Hit: * 30% chance to reduce armor by 49% * Deal physical damage equal to your armor (76) While equipped: dps ---------- Melee+ 10 acid Melee Ret 21 acid ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven elven-silk robe of Angolwen (0 def, 0 armour) mindwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Mind.crit +6% Spell.pwr +20 (+4 eff.) Mind.pwr +6 (+1 eff.) S.pwr/crit +7 ----- def ----- Resists +15% all Mind.save +24 (+8 eff.) Silence- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of light (+45%) (0 def, 0 armour) timebroken elven-silk robe of light (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) Dmg.mod +28% temporal +30% arcane +30% light ----- def ----- Resists +45% light +15% all ---------- misc Max.mana +93.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble rough leather armour (8 def, 2 armour) nimble rough leather armour (8 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour) rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +21% lightning HP.reg +4.20 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
Shinepiety (20 def, 10 armour) Shinepiety (20 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil dps ---------- Crit.mult +20.00% ----- def ----- Armour +10 Defense +20 (+5 eff.) Fatigue +12% Resists +30% blight +30% fire +30% darkness +12% temporal Spell.save +24 (+8 eff.) Heal.mod +20% Blind- +27% ---------- misc Stam/turn +4.08 Light +6 A suit of armour made of mail. |
prismatic voratun mail armour of fire resistance (5 def, 10 armour) prismatic voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +29% fire +19% light +17% darkness A suit of armour made of mail. |
enlightening voratun plate armour of resilience (0 def, 16 armour) enlightening voratun plate armour of resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +9 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Mind.save +24 (+8 eff.) Max.HP +60.00 A suit of armour made of metal plates. |
drakeskin leather belt 'Yvagalrathra' drakeskin leather belt 'Yvagalrathra'1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +4 (+0 eff.) Dmg.mod +25% physical Res.pen +9% physical Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 49% ----- def ----- Resists +12% acid +11% fire +5% arcane +13% cold A belt that goes around your waist. |
grounding pair of rough leather boots of rushing (0 def, 1 armour) grounding pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Resists +7% lightning +7% temporal Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Islatha (0 def, 13 armour) Islatha (0 def, 13 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Res.pen +20% darkness +34% temporal ----- def ----- Armour +13 Fatigue +4% Resists +6% blight +28% temporal +40% darkness Phys.save +14 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +18 (+6 eff.) Disarm- +10% Pinning- +10% Def/telep +26 Res/telep +17% Dur/telep +27% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Scumsorrow the elven-silk wizard hat (3 def, 0 armour) Scumsorrow the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +7 Dex +6 Mag +4 Cun +7 Con dps ---------- Mind.crit +11% Mind.pwr +30 (+6 eff.) On Hit (Melee): * 27% chance to slow global speed by 74% ----- def ----- Defense +3 (+1 eff.) Shield.pwr +14% HP.reg +6.00 ---------- misc Equi/ret +0.16 Max.psi +68.01 A pointy cloth hat, very wizardly... |
clarifying elven-silk wizard hat of the Brotherhood (3 def, 0 armour) clarifying elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +10 Cun +10 Con dps ---------- Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) Mind.save +14 (+5 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Gilahell' (0 def, 5 armour) drakeskin leather hat 'Gilahell' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +18 Str +9 Dex +3 Wil dps ---------- Phys.crit +2.0% Phys.pwr +15 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +32% darkness ---------- misc Stam/turn +2.00 Psi/ret +0.08 Hate/m.crit +3.00 Infravis +6 Skullcracker: Puts all charms on 20 cooldown Level 3.0 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 457.0 Physical damage. If the attack hits, the target is confused (47% effect) for 5 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 hat made of leather. Very stylish. |
mindwoven elven-silk wizard hat of frost (+30%) (3 def, 0 armour) mindwoven elven-silk wizard hat of frost (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+1 eff.) Dmg.mod +20% cold ----- def ----- Defense +3 (+1 eff.) Resists +30% cold ---------- misc Psi/turn +0.40 A pointy cloth hat, very wizardly... |
Sunpeal (3 def, 0 armour) Sunpeal (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +16 Wil dps ---------- Mind.crit +14% Dmg.mod +12% blight Res.pen +10% light Melee Ret 10 blight ----- def ----- Defense +3 (+1 eff.) Resists +3% acid +15% fire +12% cold Mind.save +50 (+16 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 312 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Olodas the voratun helm (0 def, 5 armour) Olodas the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Wil +5 Cun +8 Con dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +24% mind Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +15% fire +11% lightning +14% cold ---------- misc Max.mana +105.36 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 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. |
4 spinel 4 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. |
7 ametrine 7 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. |
9 citrine 9 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. |
7 zircon 7 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 aquamarine 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. |
7 opal 7 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 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. |
9 onyx 9 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. |
9 lapis lazuli 9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby 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 amber 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. |
7 bloodstone 7 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. |
6 fire opal 6 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 diamond 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. |
8 moonstone 8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Telos's Staff Crystal Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1080 alchemist agate 1080 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. |
59 alchemist bloodstone 59 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Mardagund the Ravensever Mardagund the Ravensever1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +19.00% Phys.pwr +8 (+1 eff.) Dmg.mod +9% darkness Res.pen +15% darkness +15% all Apr +8 ----- def ----- Resists +6% darkness Phys.save +13 (+4 eff.) Heal.mod +26% ---------- misc Light +8 Infravis +1 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tundrawilter Tundrawilter1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +2 Mag +5 Con dps ---------- Dmg.mod +16% darkness ----- def ----- Resists +21% light +12% cold Crit.chn- 5.00% Affinity +10% darkness ---------- misc Light +9 Infravis +9 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 360.05 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor 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. |
amazing fiery salve [power 53] amazing fiery salve [power 53]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (53% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 28] simple frost salve [power 28]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Remove 1 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. |
powerful frost salve [power 40] powerful frost salve [power 40]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 53] amazing frost salve [power 53]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (53% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 340] simple healing salve [power 340]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Heal 340 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 553] powerful healing salve [power 553]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Heal 553 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 765] amazing healing salve [power 765]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Heal 765 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 574] great pain suppressor salve [power 574]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Let you fight up to -574 life and reduces all damage by 26% 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 670] amazing pain suppressor salve [power 670]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Let you fight up to -670 life and reduces all damage by 30% 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 213] amazing unstoppable force salve [power 213]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Increases all saves by 213 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful water salve [power 40] powerful water salve [power 40]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 53] amazing water salve [power 53]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (53% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang 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. |
dwarven-steel pickaxe 'Woewhisper' (dig speed 23 turns) dwarven-steel pickaxe 'Woewhisper' (dig speed 23 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +10 Str +3 Dex +8 Wil dps ---------- Phys.crit +15.0% Mind.crit +11% Res.pen +15% mind Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 36% ---------- misc Stam/turn +3.00 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Burnlash [power 475] (15 cooldown) Burnlash [power 475] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid +9% fire Res.pen +26% acid +26% cold +26% fire ----- def ----- Resists +31% fire Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 651 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
quick dragonbone totem of healing [power 482] (10 cooldown) quick dragonbone totem of healing [power 482] (10 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 482 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Ragamakan the Duatheljustice [power 410] (15 cooldown) Ragamakan the Duatheljustice [power 410] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +7% Crit.mult +20.00% S.pwr/crit +14 Dmg.mod +12% arcane +12% darkness Res.pen +34% mind Melee Ret 6 arcane 8 blight ---------- misc Psi/ret +0.16 Hate/m.crit +6.80 Max.vim +68.01 Fire a magical bolt dealing 832 fire damage Puts all charms on 15 cooldown 100% to heal for 98. 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: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By GET TO DA CHOPPA the Doomelf Annihilator level 36
26th Regrowth 123rd year of Ascendancy at 15:12 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
4th Dusk 123rd year of Ascendancy at 01:54 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 36
24th Regrowth 123rd year of Ascendancy at 21:18 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 45
55th Pyre 123rd year of Ascendancy at 18:57 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 39
66th Regrowth 123rd year of Ascendancy at 23:38 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 10
11st Dusk 122nd year of Ascendancy at 10:08 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 38
64th Regrowth 123rd year of Ascendancy at 00:37 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 30
3rd Decay 122nd year of Ascendancy at 21:16 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 22
12nd Haze 122nd year of Ascendancy at 07:39 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 36
45th Regrowth 123rd year of Ascendancy at 18:19 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 32
16th Regrowth 123rd year of Ascendancy at 19:50 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
15th Dusk 123rd year of Ascendancy at 14:20 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 21:03 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 10
11st Dusk 122nd year of Ascendancy at 10:06 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 20
1st Time of Equilibrium 122nd year of Ascendancy at 08:33 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 30
77th Haze 122nd year of Ascendancy at 14:55 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 40
70th Regrowth 123rd year of Ascendancy at 21:08 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
8th Mirth 123rd year of Ascendancy at 16:04 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 27
23rd Haze 122nd year of Ascendancy at 01:31 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
4th Dusk 123rd year of Ascendancy at 00:14 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
3rd Summertide 123rd year of Ascendancy at 15:09 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 27
44th Haze 122nd year of Ascendancy at 16:07 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
64th Dusk 123rd year of Ascendancy at 20:32 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 34
20th Regrowth 123rd year of Ascendancy at 21:44 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 19
78th Dusk 122nd year of Ascendancy at 02:40 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 38
64th Regrowth 123rd year of Ascendancy at 04:46 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
64th Dusk 123rd year of Ascendancy at 20:32 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 47
66th Pyre 123rd year of Ascendancy at 07:09 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 9
8th Mirth 122nd year of Ascendancy at 07:50 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 48
68th Pyre 123rd year of Ascendancy at 06:20 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 27
40th Haze 122nd year of Ascendancy at 05:37 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 50
64th Dusk 123rd year of Ascendancy at 20:32 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 46
65th Pyre 123rd year of Ascendancy at 08:46 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 9
10th Flare 122nd year of Ascendancy at 07:56 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 41
8th Pyre 123rd year of Ascendancy at 13:41 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 22
12nd Haze 122nd year of Ascendancy at 04:44 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 16
46th Dusk 122nd year of Ascendancy at 03:26 see stats
By GET TO DA CHOPPA the Doomelf Annihilator level 35
24th Regrowth 123rd year of Ascendancy at 13:39 see stats
Log
GET TO DA CHOPPA damages himself through Martyrdom!
Deep Wound from GET TO DA CHOPPA hits Argoniel for 286 physical damage.
Bleeding from GET TO DA CHOPPA hits Argoniel for 218 physical damage.
Burning Phosphorous from GET TO DA CHOPPA hits Argoniel for 84 fire damage.
Acid Splash from GET TO DA CHOPPA hits Argoniel for 162 acid damage.
Argoniel hits GET TO DA CHOPPA for (1 exoskeleton), 1 fire, (14 exoskeleton), 14 physical, (8 exoskeleton), 8 acid, (10 exoskeleton), 10 physical (32 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (14 blocked), 0 acid (0 total damage).
Life Tap hits Argoniel for 4 healing, 2 healing, 3 healing (0 total damage) [9 healing].
The protective shield of GET TO DA CHOPPA disappears.
GET TO DA CHOPPA lands.
Steamgun turret's Rocket Launcher hits Argoniel for 1338 fire damage.
GET TO DA CHOPPA's Rocket Pod performs a ranged critical strike against Argoniel!
The powerful blow energizes Argoniel reducing their cooldowns!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
GET TO DA CHOPPA casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
GET TO DA CHOPPA damages himself through Martyrdom!
GET TO DA CHOPPA's Rocket Pod hits Argoniel for 2952 fire damage.
Argoniel receives 12 healing from Life Tap.
Argoniel hits GET TO DA CHOPPA for (44 exoskeleton), 44 fire (44 total damage).
GET TO DA CHOPPA's Rocket Pod killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
Saving done.