
















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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Annihilator |
| Level / Exp | 50 / 2066% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Spellblaze Shard at level 25 on the 80th Haze 122nd year of Ascendancy at 06:21 1 / 6Killed by Grand Corruptor at level 32 on the 78th Regrowth 123rd year of Ascendancy at 10:48 Killed by Isovea the orc soldier at level 34 on the 4th Pyre 123rd year of Ascendancy at 11:23 Killed by Aerilaith the whitehoof hailstorm at level 40 on the 35th Pyre 123rd year of Ascendancy at 21:34 Killed by orc blood mage at level 49 on the 75th Dusk 123rd year of Ascendancy at 05:13 Killed by Elite Combat Trainer Bethariawe at level 50 on the 40th Haze 123rd year of Ascendancy at 01:26 |
Primary Stats
| Strength | 87 (base 18) |
| Dexterity | 125 (base 60) |
| Constitution | 80 (base 31) |
| Magic | 140 (base 60) |
| Willpower | 51 (base 11) |
| Cunning | 130 (base 60) |
Resources
| Life | 1503/1503 |
| Paradox | 1 |
| Steam | 100/100 |
| Healing Factor | 1.6079565975629 |
| Regeneration | 29.984100775503 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 21 |
| Infravision | 15 |
| See Stealth | 80 |
| See Invisible | 79 |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 85 |
| Crit Chance | 92% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 78% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Blight | +41% |
| Arcane | +39% |
| Mind | +37% |
| All | +7% |
| Darkness | +19% |
| Light | +42% |
| Lightning | +14% |
| Fire | +52% |
| Nature | +44% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +10% |
| Temporal | +25% |
| Fire | +25% |
| Arcane | +14% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 80.522593642275 (62.32946707186%) |
| Defense | 80 |
| Ranged Defense | 84 |
| Fatigue | 34 |
| Physical Save | 53 |
| Spell Save | 56 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 54%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 45%( 70%) |
| Mind | + 31%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 25% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 183 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity 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 237% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. |
| 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: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.3 steam per turn. Can be activated for an instant burst of 112 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| 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 |
| 3/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Corruption of the Doomed |
| talent | Exoskeleton |
| talent | Chant of Fortitude |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 44% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Adeba the skeleton magus. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Velyvea the large white snake. Escort: worried loremaster (level 3 of Trollmire) | failed |
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. | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within5 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Phys.save +15 (+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 (176 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (295 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 | Ulfamnir the pouch of voratun shots (21/21, 70-84 power, 6 apr) 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 70.0 - 84.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 21 Rld cld 4 Ranged+ +20 acid On Hit.r1 +12 arcane On Crit.r2 +4 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 143 damage On Crit: * Wound the target dealing 432 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 | alchemist's lamp 'Nimbusream' 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +20% light Melee Ret 6 lightning ----- def ----- Defense +15 (+3 eff.) Resists +15% acid +12% darkness Spell.save +18 (+6 eff.) Max.HP +100.00 Disease- +20% Knockbk- +20% ---------- misc Light +13 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dazzleumbra the drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +19 Str +8 Dex +8 Cun +14 Con dps ---------- Crit.mult +10.00% Phys.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +9% arcane ----- def ----- Armour +5 Fatigue +5% Resists +12% light ---------- misc Mana/turn +0.12 Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed 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 654.1 Physical damage. If the attack hits, the target is confused (46% 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. |
| On hands | Naderain the dwarven-steel gauntlets (0 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +1 Mag dps ---------- Phys.crit +14.0% Spell.crit +11% Mind.crit +14% Crit.mult +21.00% Phys.pwr +38 (+5 eff.) Melee+ 11 lightning Dmg.mod +7% lightning +9% arcane +3% blight ----- def ----- Armour +6 Fatigue +3% Resists +8% lightning Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +17.0% Atk.spd 83% On Crit.r2 +11 lightning On Hit: 10% Lightning Breath 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Charbiter [power 370] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +7 Str +6 Cun +5 Con dps ---------- Res.pen +15% fire ----- def ----- Defense +15 (+3 eff.) ---------- misc Stam/turn +3.03 See.Invis +9 Fire a magical bolt dealing 422 lightning damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Fulafang'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +16 Dex dps ---------- Res.pen +25% temporal Acc +10 (+2 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | voratun ring 'Glimmerwake'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +18 Cun +24 Mag dps ---------- Crit.mult +20.00% Spell.pwr +25 (+5 eff.) Melee Ret 4 mind ----- def ----- Spell.save +20 (+6 eff.) Mind.save +9 (+2 eff.) Max.HP +49.00 Disarm- +50% Pinning- +50% Knockbk- +45% ---------- misc Light +2 Rings make your fingers look great! |
| Around neck | voratun amulet 'Sepsiswing'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Lck +6 Con dps ---------- Dmg.mod +12% nature Acc +20 (+4 eff.) Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Defense +20 (+4 eff.) Resists +12% darkness +30% temporal Phys.save +20 (+6 eff.) Unseen.red 20% Max.HP +74.00 HP.reg +8.00 Pinning- +48% Knockbk- +43% ---------- misc Masteries +0.40 Steamtech/Gadgets Amulets make your neck look great! |
| In main hand | Duskquench the voratun steamgun 4.0 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+ +20 darkness On Hit.r1 +0 20% chance of physical repulsion On Hit: 10% Overgrowth 5 On Hit: * chills your foe dealing 52 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% darkness +12% mind Res.pen +20% darkness On Hit (Ranged): * 20% chance to reduce damage dealt by 34% * 20% chance to reduce all saves and defense by 42 ----- def ----- HP.reg +2.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | drakeskin leather belt 'Xaneta' |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 50% Mag, 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 91.26 to 114.07 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Arcbreak the elven-silk cloak (3 def, 11 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.crit +13% Crit.mult +44.00% Spell.pwr +9 (+2 eff.) Dmg.mod +14% arcane +3% mind Res.pen +14% arcane Melee Ret 4 lightning ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +9% lightning +41% cold +20% nature ---------- misc Max.mana +96.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +15 Str +13 Dex +10 Mag +10 Wil +10 Cun +14 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 68.06 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 steam. 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 |
steam generator implant of the sneak (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 800 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (354.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 378.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 17; resist 30%; move 44%; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 30% all resistance, you move 44% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 154; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 154 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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 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: 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. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 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 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. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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. |
schematic: Power Distributor0.1 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: 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. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid 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: 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. |
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. |
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. |
2 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. |
2 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. |
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 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'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Bregakalthohek the Tundraream0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Con ----- def ----- Resists +21% cold ---------- misc Equi/ret +0.08 Psi/ret +0.08 Amulets make your neck look great! |
copper amulet 'Urthinarirath' =mag=0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% acid +6% blight ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +20.00 See.Invis +3 Amulets make your neck look great! |
Daneth's Neckguard =str/con=2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
steel amulet 'Porurin'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Cun +5 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Dmg.mod +15% physical Res.pen +10% physical +25% temporal ----- def ----- Defense +25 (+5 eff.) Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +3.80 Amulets make your neck look great! |
cleansing voratun amulet of dexterity (+9)0.1 T5 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +9 Dex ----- def ----- Resists +27% nature +17% blight Poison- +42% Disease- +42% Amulets make your neck look great! |
voratun amulet 'Haraneg' =mag/con=0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Mag +5 Con +20 Lck dps ---------- Mind.pwr +25 (+5 eff.) Dmg.mod +9% mind Acc +16 (+4 eff.) ----- def ----- Defense +16 (+4 eff.) Unseen.red 16% ---------- misc Psi/ret +0.28 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 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. |
copper ring 'Gorusin' =mag=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Crit.mult +5.00% Spell.pwr +6 (+1 eff.) ----- def ----- Resists +9% mind +6% blight Spell.save +6 (+2 eff.) Heal.mod +15% Pinning- +20% Rings make your fingers look great! |
copper ring 'Starhacker'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +7 Str +1 Mag +1 Cun ----- def ----- Armour +6 Resists +6% light Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Sewerspike0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +30% fire Res.pen +25% nature Melee Ret 6 acid On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Max.HP +24.00 Disarm- +34% Pinning- +30% Knockbk- +35% Rings make your fingers look great! |
sneakthief's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +3 Mag +5 Cun dps ---------- Melee+ 10 light Ranged+ 15 light Dmg.mod +13% light Acc +5 (+1 eff.) Rings make your fingers look great! |
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. |
sneakthief's stralite ring of sensing0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Blind- +33% ---------- misc Infravis +6 See.Stealth +10 See.Invis +15 Rings make your fingers look great! |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
Forestquell the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +14 (+2 eff.) Dmg.mod +24% cold Res.pen +10% nature +5% cold ----- def ----- Resists +23% nature +13% blight HP.reg +9.00 Poison- +28% Disease- +30% Stun/Frz- +50% Rings make your fingers look great! |
Shivermarrow0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Dmg.mod +30% cold +16% nature +6% light Res.pen +20% light +10% cold Acc +30 (+6 eff.) Apr +17 On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Defense +16 (+4 eff.) Resists +38% nature +36% cold Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 85% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
balanced voratun battleaxe of massacre (74-112 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Master Power 74.5 - 111.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +21 (+5 eff.) Disarm- +64% Massive two-handed battleaxes. |
voratun longsword of ruin (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +35.00% Apr +15 Sharp, long, and deadly. |
voratun waraxe of rage (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +12% physical Acc +22 (+5 eff.) One-handed war axes. |
caustic voratun dagger of evisceration (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +45 acid +44 nature On Crit: * Wound the target dealing 432 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +12 (+2 eff.) Res.pen +23% acid +23% nature Apr +15 Sharp, short and deadly. |
scouring voratun steamsaw (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Melee+ 24 acid 22 nature On Hit (Melee): * 19 arcane resource burn On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +16% acid +19% nature ---------- misc Talents +3 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! |
Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 180 to 360 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
blazebringer's dragonbone longbow of enduring4.0 T5 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 +10 On Crit.r2 +98 fire While equipped: Stats +23 Con +18 Wil dps ---------- All.spd +16% Res.pen +29% fire ----- def ----- Max.HP +135.00 Longbows are used to shoot arrows at your foes. |
enhanced dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +5 Dex +3 Mag +3 Wil +4 Cun +8 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty voratun steamgun of life draining4.0 T5 steamgun 1H weapon [Ego] Arcane/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+ +25 draining blight Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
tormentor's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +9 Cun dps ---------- Crit.mult +20.00% Spell.pwr +19 (+4 eff.) Dmg.mod +17% all ----- def ----- Resists +15% all ---------- misc Hate/m.crit +5.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide drakeskin leather armour of alacrity (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +51.00 HP.reg +9.70 Heal.mod +19% A suit of armour made of leather. |
fortifying voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +98.00 A suit of armour made of metal plates. |
Layiyarin1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +8 Lck dps ---------- Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Armour +6 Resists +3% acid +6% temporal Stealth +8 HP.reg +2.00 Poison- +20% Cut- +20% ---------- misc T.Disarm +14 Infravis +4 A belt that goes around your waist. |
monstrous drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature While equipped: Stats +6 Str +10 Con dps ---------- Phys.pwr +15 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +15 (+5 eff.) Mind.save +15 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak 'Toradil' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Resists +6% light +0% cold +3% mind +0% nature Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerorin the Thunderparry (0 def, 1 armour) =con=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Mag +2 Wil +2 Cun +6 Con ----- def ----- Armour +1 Resists +3% lightning Phys.save +11 (+3 eff.) Mind.save +11 (+2 eff.) A pair of boots made of leather. |
Dusksmasher (0 def, 24 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +7 Wil +2 Cun +6 Con dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +12% darkness Res.pen +10% physical ----- def ----- Armour +24 Resists +15% acid +15% blight +15% fire +15% cold +14% lightning Crit.dmg- 10.00% ---------- misc Stam/turn +1.10 Max.stam +38.00 Infravis +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Glintpanic' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 10 lightning ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots of speed (0 def, 11 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +11 Fatigue +4% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of voratun boots of void walking (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +17% darkness +17% temporal ----- def ----- Armour +5 Fatigue -3% Resists +29% darkness +26% temporal Phys.save +15 (+5 eff.) Def/telep +30 Res/telep +18% Dur/telep +30% ---------- misc Max.enc +47 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +5 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +23 (+7 eff.) Mind.save +25 (+6 eff.) ---------- misc Stam/turn +0.80 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murktrail (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +3% darkness Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +2% physical +5% arcane +12% darkness Confus- +20% Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the iron hand (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +3 Wil +4 Con ----- def ----- Armour +7 Mind.save +10 (+2 eff.) Max.HP +61.00 Disarm- +21% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 33.0 - 36.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+2) (0 def, 1 armour) =str=1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 12.5 - 17.5 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Tarrochak' (0 def, 9 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Crit.mult +20.00% Phys.pwr +30 (+4 eff.) ----- def ----- Armour +9 Fatigue +5% Phys.save +12 (+4 eff.) Mind.save +14 (+3 eff.) Max.HP +79.00 ---------- misc Max.stam +20.00 Unarmed combat: Power 34.5 - 48.3 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 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 +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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. |
Cuthadunantir (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +2 Wil +7 Cun +5 Con dps ---------- Dmg.mod +6% acid Res.pen +10% acid Apr +6 On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Armour +3 Fatigue +3% ---------- misc See.Invis +15 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
Ulfyledor (2 def, 0 armour) =CON=2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +15% fire ----- def ----- Defense +2 (+1 eff.) Resists +9% cold +22% fire Crit.dmg- 10.00% Stun/Frz- +20% Teleport- +20% A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+3 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Defense +9 (+2 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 147.64 fire and 103.93 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
leafwalker's voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Spell.save +8 (+3 eff.) Max.HP +110.00 Heal.mod +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
5 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. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
4 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 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
10 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. |
7 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. |
4 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. |
12 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. |
8 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. |
10 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. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
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. |
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. |
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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
948 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. |
brass lantern 'Glorulle'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +0% light Res.pen +25% acid ----- def ----- Max.HP +44.00 ---------- misc Light +3 Infravis +1 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 44] powerful fiery salve [power 44]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Remove 2 magical effects and grants a fiery aura (44% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 58] amazing fiery salve [power 58]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Remove 3 magical effects and grants a fiery aura (58% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 30] simple frost salve [power 30]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Remove 1 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 58] amazing frost salve [power 58]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Remove 3 physical effects and grants a frost aura (58% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 608] powerful healing salve [power 608]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Heal 608 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 842] amazing healing salve [power 842]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Heal 842 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 234] amazing unstoppable force salve [power 234]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Increases all saves by 234 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful water salve [power 44] powerful water salve [power 44]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (44% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 58] amazing water salve [power 58]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (58% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Bokygrim (dig speed 15 turns) =mag=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +8 Mag dps ---------- Res.pen +16% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Resists +6% temporal ---------- misc Mana/turn +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe (dig speed 24 turns)3.0 T5 digger tool [Normal] While equipped: Stats +3 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 190% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 881.60 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1094.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Starwitch [power 190] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +4 Con dps ---------- Dmg.mod +15% mind Res.pen +20% light ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Max.hate +6.00 See.Invis +6 Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 51. Torques are made by powerful psionics to store psionic powers. |
Unlightriver [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Str dps ---------- Dmg.mod +6% acid +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 34% ---------- misc Infravis +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew wand of shielding [power 290] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 256.80 temporal and 285.60 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on 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.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By DOOM AND ANNIHILATION the Doomelf Annihilator level 28
7th Allure 123rd year of Ascendancy at 18:10 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By DOOM AND ANNIHILATION the Doomelf Annihilator level 36
23rd Pyre 123rd year of Ascendancy at 02:18 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By DOOM AND ANNIHILATION the Doomelf Annihilator level 47
63rd Dusk 123rd year of Ascendancy at 06:43 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By DOOM AND ANNIHILATION the Doomelf Annihilator level 36
9th Pyre 123rd year of Ascendancy at 03:28 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By DOOM AND ANNIHILATION the Doomelf Annihilator level 40
35th Pyre 123rd year of Ascendancy at 11:24 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By DOOM AND ANNIHILATION the Doomelf Annihilator level 48
64th Dusk 123rd year of Ascendancy at 19:24 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By DOOM AND ANNIHILATION the Doomelf Annihilator level 45
36th Dusk 123rd year of Ascendancy at 18:28 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By DOOM AND ANNIHILATION the Doomelf Annihilator level 39
31st Pyre 123rd year of Ascendancy at 19:11 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
46th Haze 123rd year of Ascendancy at 13:02 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By DOOM AND ANNIHILATION the Doomelf Annihilator level 31
30th Regrowth 123rd year of Ascendancy at 16:33 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DOOM AND ANNIHILATION the Doomelf Annihilator level 16
51st Dusk 122nd year of Ascendancy at 03:15 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By DOOM AND ANNIHILATION the Doomelf Annihilator level 38
28th Pyre 123rd year of Ascendancy at 01:32 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By DOOM AND ANNIHILATION the Doomelf Annihilator level 34
5th Pyre 123rd year of Ascendancy at 02:38 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
48th Haze 123rd year of Ascendancy at 14:30 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DOOM AND ANNIHILATION the Doomelf Annihilator level 19
79th Dusk 122nd year of Ascendancy at 01:51 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DOOM AND ANNIHILATION the Doomelf Annihilator level 28
1st Regrowth 123rd year of Ascendancy at 03:09 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By DOOM AND ANNIHILATION the Doomelf Annihilator level 37
26th Pyre 123rd year of Ascendancy at 03:43 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
42nd Haze 123rd year of Ascendancy at 03:15 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By DOOM AND ANNIHILATION the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 16:10 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DOOM AND ANNIHILATION the Doomelf Annihilator level 29
5th Regrowth 123rd year of Ascendancy at 09:05 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By DOOM AND ANNIHILATION the Doomelf Annihilator level 49
64th Dusk 123rd year of Ascendancy at 23:04 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By DOOM AND ANNIHILATION the Doomelf Annihilator level 30
26th Regrowth 123rd year of Ascendancy at 18:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DOOM AND ANNIHILATION the Doomelf Annihilator level 10
6th Mirth 122nd year of Ascendancy at 21:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DOOM AND ANNIHILATION the Doomelf Annihilator level 20
1st Time of Equilibrium 122nd year of Ascendancy at 05:50 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By DOOM AND ANNIHILATION the Doomelf Annihilator level 30
12nd Regrowth 123rd year of Ascendancy at 04:44 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By DOOM AND ANNIHILATION the Doomelf Annihilator level 40
35th Pyre 123rd year of Ascendancy at 02:07 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
76th Dusk 123rd year of Ascendancy at 12:42 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By DOOM AND ANNIHILATION the Doomelf Annihilator level 24
73rd Haze 122nd year of Ascendancy at 19:49 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
40th Haze 123rd year of Ascendancy at 13:50 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
8th Haze 123rd year of Ascendancy at 19:19 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By DOOM AND ANNIHILATION the Doomelf Annihilator level 21
12nd Haze 122nd year of Ascendancy at 04:59 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By DOOM AND ANNIHILATION the Doomelf Annihilator level 27
9th Decay 122nd year of Ascendancy at 16:55 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By DOOM AND ANNIHILATION the Doomelf Annihilator level 38
28th Pyre 123rd year of Ascendancy at 01:12 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By DOOM AND ANNIHILATION the Doomelf Annihilator level 21
40th Haze 122nd year of Ascendancy at 14:24 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By DOOM AND ANNIHILATION the Doomelf Annihilator level 38
28th Pyre 123rd year of Ascendancy at 07:25 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
48th Haze 123rd year of Ascendancy at 14:28 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By DOOM AND ANNIHILATION the Doomelf Annihilator level 9
3rd Mirth 122nd year of Ascendancy at 14:54 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
40th Haze 123rd year of Ascendancy at 12:57 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DOOM AND ANNIHILATION the Doomelf Annihilator level 21
41st Haze 122nd year of Ascendancy at 11:54 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By DOOM AND ANNIHILATION the Doomelf Annihilator level 50
48th Haze 123rd year of Ascendancy at 14:30 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By DOOM AND ANNIHILATION the Doomelf Annihilator level 49
75th Dusk 123rd year of Ascendancy at 09:58 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By DOOM AND ANNIHILATION the Doomelf Annihilator level 13
8th Dusk 122nd year of Ascendancy at 12:57 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DOOM AND ANNIHILATION the Doomelf Annihilator level 41
65th Pyre 123rd year of Ascendancy at 10:06 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By DOOM AND ANNIHILATION the Doomelf Annihilator level 25
80th Haze 122nd year of Ascendancy at 18:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DOOM AND ANNIHILATION the Doomelf Annihilator level 18
71st Dusk 122nd year of Ascendancy at 05:43 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DOOM AND ANNIHILATION the Doomelf Annihilator level 36
8th Pyre 123rd year of Ascendancy at 14:49 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By DOOM AND ANNIHILATION the Doomelf Annihilator level 40
35th Pyre 123rd year of Ascendancy at 11:29 see stats
Log
High Sun Paladin Aeryn is no longer pinned.
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
Talent Upgrade is ready to use.
Talent Saw Shell is ready to use.
High Sun Paladin Aeryn casts Bathe in Light.
DOOM AND ANNIHILATION is no longer surging arcane power.
High Sun Paladin Aeryn receives 88 healing from High Sun Paladin Aeryn's healing light area effect.
DOOM AND ANNIHILATION picks up ( .): caustic voratun dagger of evisceration (38-49 power, 9 apr).
Talent Lock On is ready to use.
High Sun Paladin Aeryn receives 88 healing from High Sun Paladin Aeryn's healing light area effect.
Talent Medic Turret is ready to use.
Resting starts...
Talent Hunker Down is ready to use.
Talent Pitiless is ready to use.
Rested for 168 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: interesting terrain).
DOOM AND ANNIHILATION picks up (l.): schematic: Antimagic Shell.
DOOM AND ANNIHILATION picks up ( .): monstrous drakeskin leather belt of the vagrant.
DOOM AND ANNIHILATION picks up (q.): schematic: Crystal Edge.







































































































































































