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| 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 | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Adventurer |
| Level / Exp | 50 / 1602% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 11 on the 28th Retaking 124th year of Ascendancy at 14:15 0 / 9Killed by High Sun Paladin Aeryn at level 35 on the 36th Pain 124th year of Ascendancy at 06:44 Killed by High Sun Paladin Aeryn at level 35 on the 36th Pain 124th year of Ascendancy at 08:05 Killed by High Sun Paladin Aeryn at level 39 on the 40th Dearth 124th year of Ascendancy at 21:37 Killed by Glorotta the steam giant flameshot at level 41 on the 43rd Dearth 124th year of Ascendancy at 04:05 Killed by faerlhing at level 44 on the 17th Loss 124th year of Ascendancy at 02:28 Killed by Council Member Palaquie at level 50 on the 22nd Destruction 124th year of Ascendancy at 02:42 Killed by worm that walks at level 50 on the 32nd Destruction 124th year of Ascendancy at 10:19 Killed by ill be honest im just following a forum post's temporal clone at level 50 on the 46th Destruction 124th year of Ascendancy at 04:06 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 41 (base 24) |
| Constitution | 33 (base 16) |
| Magic | 120 (base 60) |
| Willpower | 57 (base 12) |
| Cunning | 107 (base 60) |
Resources
| Psi | 127/147 |
| Life | -25/1467 |
| Positive | 197/197 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.2989294477288 |
| Regeneration | 13.31402683922 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 54 |
| Crit Chance | 80% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 144 |
| Accuracy | 54 |
| Crit Chance | 80% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 47% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Darkness | +6% |
| Light | +19% |
| Temporal | +8% |
| Blight | +8% |
| Arcane | +4% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Physical | +37% |
| Acid | +22% |
| Temporal | +19% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 14 |
| Physical Save | 48 |
| Spell Save | 49 |
| Mental Save | 49 |
Defense: Resistances
| Physical | + 20%( 70%) |
| Acid | + 20%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 11%( 70%) |
| Lightning | + 59%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 23%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 50% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| 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 203% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 124 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 700 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gunslinging | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Steamtech / Gunner training | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | penetrating voratun steamgun of piercing 4.0 T5 steamgun 1H weapon Reqs Dex 48 [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +90 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Res.pen +12% all +16% physical Acc +21 (+7 eff.) Apr +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | psychokinetic pouch of voratun shots of annihilation (22/22, 62-74 power, 16 apr) 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master/Psionic Power 62.0 - 74.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +16 Crit +13.0% Capacity 22 Proj.spd +200% Ranged+ +36 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| On hands | radiant voratun gauntlets of spellstriking (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 5 arcane 5 light Dmg.mod +4% arcane +4% light ----- def ----- Armour +3 Fatigue +5% Resists +4% arcane +6% light Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +6 arcane On Hit: 20% Searing Light 5 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +57.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Pitchveil' (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Mag +15 Cun dps ---------- Dmg.mod +6% darkness Apr +11 ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +6% temporal Mind.save +15 (+5 eff.) ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | eldritch pair of drakeskin leather boots of spellbinding (0 def, 5 armour) 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +4 Wil +8 Mag dps ---------- Spell.crit +3% ----- def ----- Armour +5 Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Mana/turn +0.34 Max.mana +39.00 Spell.cld 10% A pair of boots made of leather. |
| Tool | Duramas (dig speed 19 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +6 Cun +2 Wil dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +6 Res.pen +10% acid Phasing +20% Acc +10 (+4 eff.) ----- def ----- Resists +15% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Max.HP +61.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | pixie's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +9 Mag dps ---------- Spell.pwr +12 (+2 eff.) Melee+ 14 light Ranged+ 19 light Dmg.mod +15% light Rings make your fingers look great! |
| Around neck | savior's stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +6 (+1 eff.) Dmg.mod +8% blight +13% fire ----- def ----- Phys.save +18 (+6 eff.) Spell.save +14 (+4 eff.) Mind.save +16 (+5 eff.) Amulets make your neck look great! |
| In main hand | mighty voratun steamgun of true flight 4.0 T5 steamgun 1H weapon Reqs Dex 48 [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +90 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.crit +10.0% Phys.pwr +11 (+2 eff.) Acc +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's drakeskin leather belt of recklessness 1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Against +36% Summoned ----- def ----- Defense +10 (+5 eff.) D.Red.from +30% Summoned Proj.slow +25% A belt that goes around your waist. |
| In off hand | warden's stralite steamgun of true flight 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +90 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Mag dps ---------- Phys.crit +9.0% Dmg.mod +8% temporal +9% physical Res.pen +7% temporal +9% physical Acc +8 (+3 eff.) ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | marshal's cashmere cloak of sorcery (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +3 Wil +3 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning Phys.save +8 (+2 eff.) Max.HP +42.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour of thunder (12 def, 7 armour) 9.0 T4 light armor [Ego+] Arcane While equipped: Stats +15 Str +10 Dex +16 Mag +19 Wil +10 Cun +10 Con dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +6% Phys.pwr +22 (+4 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +16 (+6 eff.) ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +18% lightning A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 168% / cooldown 88%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 142% / cooldown 65%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 126% / cooldown 92%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 92%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 159% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 62%. 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 19)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 18.6 steam per turn. Can be activated for an instant burst of 93 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 |
heroism infusion of the duelist (die at -631; dur 8; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -631 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1262 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 361; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 769; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 769 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 867; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 867 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 38%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 193; dur 4; cd 16)0.1 rune scroll [Ego] 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 unleash a cone dealing 193.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 28; resist 37%; move 45%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 45% faster, and you are invisible (power 28). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 424; dur 4; cd 16)0.1 rune scroll [Ego] 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 at most 424 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
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. |
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. |
2 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. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 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: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+7 eff.) Steampwr +40 (+11 eff.) Spell.pwr +40 (+8 eff.) Mind.pwr +40 (+12 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
protective voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +19.00% Spell.pwr +10 (+2 eff.) Dmg.mod +11% blight +11% fire ----- def ----- Armour +8 Defense +10 (+5 eff.) Res.Cap +5% all Phys.save +17 (+5 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 15% Blind- +31% ---------- misc Infravis +7 Sight +2 See.Invis +9 Amulets make your neck look great! |
marksman's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+2 eff.) ----- def ----- Resists +22% darkness Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +12% acid Res.pen +15% light +5% acid Acc +4 (+2 eff.) ----- def ----- Resists +30% acid Mind.save +4 (+1 eff.) ---------- misc Light +2 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) Spell.save +4 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 112% 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! |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
marksman's voratun ring of frost (+26%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +13% cold Acc +12 (+4 eff.) ----- def ----- Resists +26% cold Rings make your fingers look great! |
chilling voratun greatmaul of massacre (88-131 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane/Master Power 87.5 - 131.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 cold Massive two-handed mauls. |
steady stralite steamgun of true flight4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Phys.crit +13.0% Acc +20 (+7 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's voratun steamgun4.0 T5 steamgun 1H weapon Reqs Dex 48 [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +13 (+5 eff.) Dmg.mod +15% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of enduring4.0 T5 steamgun 1H weapon Reqs Dex 48 [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +11 Con +10 Wil ----- def ----- Max.HP +90.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
self-loading pouch of steel shots of crippling (24/24, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 22.0 - 26.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 24 Rld cld 4 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
Gytta the pouch of dwarven-steel shots (17/17, 43-52 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 43.0 - 51.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +20 acid +20 mind On Crit.r2 +20 acid On Hit: * 20% chance to reduce all saves and defense by 32 * 20% chance to reduce armor by 44% While equipped: Shots are used with slings to pummel your foes to death. |
Pitchquench (20/20, 36-43 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 35.5 - 42.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Proj.spd +200% Ranged+ +12 darkness +16 cold On Hit.r1 +8 darkness +4 cold On Crit.r2 +20 darkness On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 266 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of amnesia (19/19, 52-62 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 52.0 - 62.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 372 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
reinforced leather armour 'Cutholebers' (18 def, 9 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +18 (+9 eff.) Fatigue +8% Resists +9% acid +6% temporal +26% cold +3% lightning +6% fire Phys.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+8 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 185.49 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +5 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +24% Summoned ----- def ----- D.Red.from +20% Summoned Mind.save +6 (+2 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +12 Mag +5 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.28 Max.mana +27.00 A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 122.96 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Eremavor the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +6 Mag dps ---------- Crit.mult +20.00% S.pwr/crit +8 Dmg.mod +9% arcane Res.pen +15% arcane +25% mind Phasing +30% ----- def ----- Defense +3 (+2 eff.) Max.HP +60.00 ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +25 (+9 eff.) ----- def ----- Defense +3 (+2 eff.) Fatigue -7% Resists +14% nature +14% blight Max.HP +79.00 HP.reg +6.00 Heal.mod +17% ---------- misc Max.stam +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Con dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +17 (+5 eff.) Mind.save +14 (+5 eff.) A pair of boots made of leather. |
dreamer's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coalimmortal (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Dmg.mod +6% darkness Res.pen +20% mind ----- def ----- Armour +4 Fatigue +3% Resists +12% cold Mind.save +12 (+4 eff.) ---------- misc Max.psi +10.00 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 131% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
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! |
miner's rough leather hat of strength (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil +0 Cun dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 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. |
16 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. |
21 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 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. |
19 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. |
26 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 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. |
31 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. |
21 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
7 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. |
5 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 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
185 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 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. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing fiery salve [power 44] amazing fiery salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 64% cooldown modifier. Remove 3 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 frost salve [power 44] amazing frost salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 64% cooldown modifier. Remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 636] amazing healing salve [power 636]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 64% cooldown modifier. Heal 636 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 557] amazing pain suppressor salve [power 557]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 64% cooldown modifier. Let you fight up to -557 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 64% cooldown modifier. Remove 3 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. |
brutal dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 95 Armor: 2 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 322 Base Damage: 145 Armor: 0 All Resist: 5 Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of lightning storm [power 248] (21 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 29
6th Pain 124th year of Ascendancy at 18:01 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 10
27th Retaking 124th year of Ascendancy at 14:18 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 29
40th Revenge 124th year of Ascendancy at 03:52 see stats
Do not go gentle into that good night
Trapped John.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 43
50th Dearth 124th year of Ascendancy at 13:37 see stats
Exterminator
Killed 1000 creatures.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 29
6th Pain 124th year of Ascendancy at 22:48 see stats
Level 10
Got a character to level 10.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 10
26th Retaking 124th year of Ascendancy at 17:44 see stats
Level 20
Got a character to level 20.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 20
11st Revenge 124th year of Ascendancy at 10:09 see stats
Level 30
Got a character to level 30.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 30
7th Pain 124th year of Ascendancy at 14:12 see stats
Level 40
Got a character to level 40.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 40
40th Dearth 124th year of Ascendancy at 22:53 see stats
Level 50
Got a character to level 50.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 50
19th Destruction 124th year of Ascendancy at 19:24 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 50
45th Destruction 124th year of Ascendancy at 18:50 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 50
22nd Destruction 124th year of Ascendancy at 04:13 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 33
15th Pain 124th year of Ascendancy at 23:55 see stats
Size is everything
Did over 1500 damage in one attack.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 36
36th Dearth 124th year of Ascendancy at 06:51 see stats
Size matters
Did over 600 damage in one attack.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 30
7th Pain 124th year of Ascendancy at 16:15 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 50
33rd Destruction 124th year of Ascendancy at 21:23 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 39
40th Dearth 124th year of Ascendancy at 22:53 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 22
24th Revenge 124th year of Ascendancy at 11:30 see stats
To the Bitter End
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 50
34th Destruction 124th year of Ascendancy at 05:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 48
35th Loss 124th year of Ascendancy at 12:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 15
37th Retaking 124th year of Ascendancy at 17:19 see stats
Unstoppable
Returned from the dead.By ill be honest im just following a forum post the Kruk Yeti Adventurer level 50
32nd Destruction 124th year of Ascendancy at 10:19 see stats
Log
Talent Fold Fate is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Ill be honest im just following a forum post uses Track.
Ill be honest im just following a forum post is caught in an extremely distorted pocket of time!
Ill be honest im just following a forum post Triggers an Anomaly! (Anomaly Evil Twin).
Ill be honest im just following a forum post's evil twin has come from another timeline.
You've moved to another time thread.
Ran for 1 turns (stop reason: trap).
Ill be honest im just following a forum post's temporal clone uses Iron Grip.
Ill be honest im just following a forum post's temporal clone performs a melee critical strike against ill be honest im just following a forum post!
Ill be honest im just following a forum post become impervious to physical effects.
Ill be honest im just following a forum post slows down.
Ill be honest im just following a forum post is nearing the end.
Ill be honest im just following a forum post shrugs off the effect 'Iron Grip'!
Ill be honest im just following a forum post's temporal clone hits ill be honest im just following a forum post for (71 to psi shield), 415 physical, 6 arcane, 20 light, 5 arcane, (22 to psi shield), 33 physical, (22 to psi shield), 34 temporal, (29 to psi shield), 43 temporal (555 total damage).
ill be honest im just following a forum post hits ill be honest im just following a forum post for 31 healing, 31 healing, 31 healing (0 total damage) [93 healing].
Ill be honest im just following a forum post's temporal clone uses Overheat Bullets.
Ill be honest im just following a forum post's temporal clone tweaks some of her bullets.
Ill be honest im just following a forum post's temporal clone uses Mindwave.
Ill be honest im just following a forum post wanders around!
Ill be honest im just following a forum post's temporal clone hits ill be honest im just following a forum post for (27 to psi shield), 41 mind (41 total damage).
Ill be honest im just following a forum post's temporal clone activates Forcefield.
Ill be honest im just following a forum post's temporal clone casts Rune: Reflection Shield.
A shield forms around ill be honest im just following a forum post's temporal clone.
Ill be honest im just following a forum post's temporal clone casts Breach.
Ill be honest im just following a forum post's temporal clone's Breach performs a ranged critical strike against ill be honest im just following a forum post!
Ill be honest im just following a forum post's temporal clone's Breach hits ill be honest im just following a forum post for (71 to psi shield), 946 physical, 24 light, (21 to psi shield), 31 physical (1001 total damage).
ill be honest im just following a forum post the level 50 kruk yeti adventurer was punctured to death by an ill be honest im just following a forum post's temporal clone on level 2 of Pocket of Distorted Time.










































































































































