














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) 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! Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Gunslinger |
| Level / Exp | 50 / 1050% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 30 on the 51st Haze 122nd year of Ascendancy at 08:33 4 / 3Killed by overpowered greater multi-hued wyrm at level 35 on the 21st Regrowth 123rd year of Ascendancy at 15:13 Killed by Silarin the Caustic Terror at level 42 on the 39th Pyre 123rd year of Ascendancy at 18:55 |
Primary Stats
| Strength | 89 (base 30) |
| Dexterity | 134 (base 60) |
| Constitution | 94 (base 60) |
| Magic | 26 (base 10) |
| Willpower | 54 (base 12) |
| Cunning | 100 (base 60) |
Resources
| Life | 1334/1334 |
| Steam | 131/131 |
| Healing Factor | 1.8592807158764 |
| Regeneration | 27.789993232694 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 18.14642654451 |
| Infravision | 13 |
| See Stealth | 107.81243309103 |
| See Invisible | 103.81243309103 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 80 |
| Crit Chance | 60% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 111 |
| Accuracy | 80 |
| Crit Chance | 60% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +31% |
| Darkness | +43% |
| Fire | +25% |
| All | +15% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +13% |
| Physical | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 92.139431127222 (100%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 11 |
| Physical Save | 79 |
| Spell Save | 41 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 23%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 64%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 43%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Confusion Resistance | 13% |
| Knockback Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 237% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Evasive Shots |
| talent | Steam Powered Armour |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 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 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by gun 2. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
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 Wrathroot. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 559. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +12 (+3 eff.) Pinning- +70% Knockbk- +20% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Glitterwisp the pouch of stralite shots (22/22, 54-65 power, 5 apr) 3.0 T4 shot ammo [Random Unique] Arcane/Master Power 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 22 Rld cld 3 Ranged+ +20 light On Hit.r1 +20 arcane On Crit.r2 +16 arcane On Hit: * Create an explosion dealing 114 fire damage (1/turn) On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Vorovena the dwarven lantern 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +16% light Res.pen +20% physical Melee Ret 29 fire ----- def ----- Resists +15% blight +8% fire +12% darkness +6% acid Phys.save +9 (+2 eff.) Die.at -40.00 life Blind- +37% Confus- +13% ---------- misc Stam/turn +1.00 Light +13 Infravis +5 See.Stealth +27 See.Invis +23 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 30 cooldown Level 5.9 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lelysus the drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +11 Dex +2 Mag +12 Wil ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +14% temporal +9% acid +14% blight Mind.save +12 (+4 eff.) ---------- misc Light +3 Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
| On hands | 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- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 23 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 72.48 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Eremakor0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% blight ----- def ----- Defense +20 (+5 eff.) Fatigue -8% Resists +21% acid Crit.chn- 15.00% Phys.save +9 (+2 eff.) Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +30 Rings make your fingers look great! |
| On fingers | Zubibrena the steel ring0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Str +5 Mag +3 Cun +2 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +22% darkness Spell.save +4 (+1 eff.) Die.at -20.00 life Rings make your fingers look great! |
| Around neck | wanderer's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Dex +7 Cun +8 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +8 (+2 eff.) Apr +16 ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
| In main hand | Payload 6.0 T5 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 84 damage and reducing their armor On Crit: * Boom. Uses 2.0 Steam "I never really liked that village anyway." - Charlta, Mad Inventor |
| Around waist | drakeskin leather belt 'Demonserpent' 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +5 Wil +5 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +9 Defense +9 (+2 eff.) Resists +9% acid +5% arcane +3% darkness +9% blight Phys.save +33 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +16 (+6 eff.) HP.reg +2.30 Heal.mod +27% A belt that goes around your waist. |
| In off hand | Overburst 4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. * splashes acid on your target dealing 84 damage and reducing their armor Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
| Cloak | elven-silk cloak 'Relgosadar' (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +7% Dmg.mod +17% darkness Res.pen +13% darkness ----- def ----- Defense +3 (+0 eff.) Resists +3% acid +19% darkness +30% lightning Crit.chn- 10.00% Stealth +20 HP.reg +4.00 Disarm- +10% Stun/Frz- +50% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Steam Powered Armour (23 def, 29 armour) 22.0 T5 massive armor Reqs Massive armour training [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +6 Dex ----- def ----- Armour +29 Hardiness +20% Defense +23 (+5 eff.) Fatigue +14% Resists +25% lightning Phys.save +55 (+11 eff.) Stun/Frz- +50% ---------- misc Max.steam +10.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 99.05 physical damage and 198.11 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 164; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 164.45 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 42; blocks 5; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) 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! |
protective gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +12 ----- def ----- Armour +4 Defense +6 (+1 eff.) Res.Cap +4% all Phys.save +12 (+3 eff.) Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 22/30 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. |
Dimfury0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% lightning On Hit (Melee): * 20% chance to slow global speed by 67% * 20 arcane resource burn * 10% chance to reduce damage dealt by 31% ----- def ----- Resists +3% cold Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kindleglory0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Melee Ret 4 fire ----- def ----- Resists +1% physical HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 37 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Xerolaith'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +1% physical +22% nature +3% fire Pinning- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
sneakthief's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +8 Dex dps ---------- Acc +10 (+2 eff.) Rings make your fingers look great! |
titan's stralite ring of tenacity0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +38.00 Disarm- +24% Pinning- +29% Knockbk- +34% Rings make your fingers look great! |
elemental voratun battleaxe of massacre (68-103 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 99 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +35% lightning Res.pen +33% lightning Massive two-handed battleaxes. |
flaming voratun dagger of massacre (50-64 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 49.5 - 64.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 fire Sharp, short and deadly. |
caustic voratun greatmaul of crippling (68-101 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +56 acid +41 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Res.pen +34% acid +31% nature Apr +19 Massive two-handed mauls. |
plaguebringer's voratun greatsword of massacre (76-122 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 76.0 - 121.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 24% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +25% Massive two-handed swords. |
stormbringer's voratun greatsword of rage (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +54 lightning +49 cold While equipped: Stats +12 Str dps ---------- Mov.spd +69% Dmg.mod +14% physical Res.pen +34% lightning +20% cold Acc +21 (+5 eff.) Massive two-handed swords. |
mage-hunter's dragonbone longbow of dexterity (+8)4.0 T5 longbow 2H weapon [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +8 Dex +9 Wil +6 Cun dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +12% physical On Hit (Ranged): * 33 arcane resource burn ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 166.37 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 26 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
acidic voratun longsword of projection (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Psionic Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Sharp, long, and deadly. |
manaburning voratun longsword of disruption (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Disrupt Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +29% Unnatural On Hit: * 21 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, long, and deadly. |
truestriking voratun longsword (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +21 (+5 eff.) Apr +11 Sharp, long, and deadly. |
truestriking voratun longsword of massacre (54-76 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 54.0 - 75.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% physical Acc +19 (+4 eff.) Apr +12 Sharp, long, and deadly. |
Wintervault the voratun mace (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +34 (+7 eff.) Res.pen +28% physical +10% temporal +15% cold Acc +15 (+3 eff.) Apr +3 Melee Ret 10 mind 10 cold On Hit (Melee): * 23% chance to reduce all saves and defense by 39 ----- def ----- Defense +13 (+3 eff.) Resists +12% temporal Disarm- +50% Blunt and deadly. |
voratun mace of disruption (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Disrupt Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
epiphanous living mindstar of disruption (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +24% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +10% Mind.pwr +14 (+3 eff.) Dmg.mod +25% mind ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar of nightfall (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +15 (+4 eff.) Dmg.mod +25% mind +15% darkness Res.pen +15% darkness ----- def ----- Resists +16% darkness Blind- +22% ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of storms (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +7 Mag +6 Wil +7 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 lightning Dmg.mod +10% lightning Res.pen +16% lightning ----- def ----- Resists +15% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of balance (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +25% lightning +15% fire +9% cold ----- def ----- Phys.save +6 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty drakeskin leather sling of piercing4.0 T5 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +2 Str dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +15% all Acc +19 (+4 eff.) Apr +15 Slings are used to hurl stones or metal shots at your foes. |
steady drakeskin leather sling of piercing4.0 T5 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +6.0% Res.pen +15% all Acc +29 (+6 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% 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 (+12 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 148 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." |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
bloodlich's dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +7 Cun +8 Con dps ---------- Spell.crit +5% Crit.mult +27.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +42.00 Max.N.En +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of power (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +37 (+9 eff.) Dmg.mod +30% fire Phasing +28% ----- def ----- Defense +21 (+5 eff.) Shield.pwr +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +23 (+6 eff.) Melee+ 43 arcane Dmg.mod +30% fire ---------- misc Max.mana +120.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of breaching (38-46 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+5 eff.) Dmg.mod +38% acid Res.pen +19% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Annihilator4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Glacia4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Glorevena the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Overgrowth 5 On Hit: * 20% chance to reduce armor by 38% Uses 2.0 Steam While equipped: Stats +3 Wil +7 Mag dps ---------- Phys.crit +15.0% Dmg.mod +8% temporal +10% physical Res.pen +8% temporal +10% physical Acc +10 (+2 eff.) On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 15.00% HP.reg +2.50 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Reload +4 See.Invis +9 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Offalrock the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +8 lightning +12 fire +12 nature +14 acid On Hit: * 20% chance to slow global speed by 67% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +16% lightning +12% fire +18% acid Melee Ret 6 nature On Hit (Ranged): * 20% chance to reduce damage dealt by 31% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling voratun waraxe of crippling (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% One-handed war axes. |
quick voratun waraxe of crippling (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +11.0% Phys.spd +10% Acc +9 (+2 eff.) One-handed war axes. |
balancing drakeskin leather belt of magery1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +9 Mag +8 Wil +4 Cun dps ---------- Phys.crit +11.0% Spell.crit +4% Mind.crit +8% A belt that goes around your waist. |
noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Against +21% Summoned ----- def ----- D.Red.from +27% Summoned A belt that goes around your waist. |
focusing elven-silk robe of fire (+33%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +7 Mag +7 Wil dps ---------- Dmg.mod +22% fire ----- def ----- Resists +15% all +33% fire ---------- misc Mana/turn +0.38 Psi/turn +0.33 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scorched Boots (4 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 23 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 26.91 blight damage and is poisoned for 107.64 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +580% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 26.67 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 142.22 lightning and 142.22 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+1 eff.) Res.pen +8% physical Apr +7 ----- def ----- Armour +5 Blindside: Puts all charms on 19 cooldown Level 3.5 Pwr.cost 19 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 14) Puts all charms on 19 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +47% Confus- +35% Stun/Frz- +32% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Fireglamour' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Resists +3% blight +3% fire +3% temporal Phys.save +7 (+2 eff.) Die.at -80.00 life Stun/Frz- +10% Teleport- +20% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Icewrack the drakeskin leather cap (0 def, 10 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +11 Dex +7 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +9% cold +3% temporal ---------- misc Infravis +5 A cap made of leather. |
aegis elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+0 eff.) Shield.pwr +9% HP.reg +6.00 A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of darkness (+30%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% darkness ----- def ----- Defense +3 (+0 eff.) Resists +30% darkness Shield.pwr +8% HP.reg +5.50 A pointy cloth hat, very wizardly... |
bladed voratun helm of fortune (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +12 Str +11 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +4% ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 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 351.7 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +5 Dex +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +16% darkness Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Infravis +5 Battle Cry: Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
dragonslayer's drakeskin leather hat of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +11% fire +15% lightning +6% cold A hat made of leather. Very stylish. |
insulating voratun helm of constitution (+6) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +12% fire +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +76.00 A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +80.00 A suit of armour made of mail. |
marauder's drakeskin leather armour of thunder (25 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +13 Str +6 Dex +9 Mag +5 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +5% Phys.pwr +25 (+5 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +18 (+4 eff.) ----- def ----- Armour +8 Defense +25 (+6 eff.) Fatigue +8% Resists +16% lightning Phys.save +5 (+1 eff.) A suit of armour made of leather. |
multi-hued drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +14% acid +11% physical +15% cold +18% lightning +15% fire A suit of armour made of leather. |
rejuvenating voratun plate armour of lightning resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +23% lightning HP.reg +4.60 ---------- misc Stam/turn +1.70 A suit of armour made of metal plates. |
voratun plate armour 'Heatcut' (0 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 23% chance to slow global speed by 67% ----- def ----- Armour +22 Fatigue +22% Resists +30% blight +21% cold +20% nature +27% lightning Phys.save +20 (+4 eff.) Pinning- +23% A suit of armour made of metal plates. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. This item has been sent to the Item's Vault. |
3 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. |
171 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. |
10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 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. |
5 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. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 60 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 38.71 cold damage and 38.71 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 201 cold damage (based on your Magic). Uses 15 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +8% blight +7% darkness ---------- misc Light +4 Infravis +3 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 23 cooldown Level 2.5 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 46 blight damage or heals 60 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +11% blight +11% darkness ---------- misc Light +5 Infravis +4 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 23 cooldown Level 3.5 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 51 blight damage or heals 67 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
57 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire 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 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. |
12 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 150 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. |
amazing fiery salve [power 57] amazing fiery salve [power 57]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Remove 3 magical effects and grants a fiery aura (57% fire, light and lightning affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 57] amazing frost salve [power 57]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Remove 3 physical effects and grants a frost aura (57% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 826] amazing healing salve [power 826]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Heal 826 Puts Talent Medical Injector on 12 cooldown Medical salve. |
amazing pain suppressor salve [power 723] amazing pain suppressor salve [power 723]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Let you fight up to -723 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing regeneration salve [power 1044] amazing regeneration salve [power 1044]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Heal 1044 over 5 turns Puts Talent Medical Injector on 12 cooldown Medical salve. |
amazing water salve [power 57] amazing water salve [power 57]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Remove 3 mental effects and grants a water aura (57% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 44] powerful frost salve [power 44]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Remove 2 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 597] powerful healing salve [power 597]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Heal 597 Puts Talent Medical Injector on 12 cooldown Medical salve. |
powerful pain suppressor salve [power 516] powerful pain suppressor salve [power 516]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Let you fight up to -516 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
powerful regeneration salve [power 746] powerful regeneration salve [power 746]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Heal 746 over 5 turns Puts Talent Medical Injector on 12 cooldown Medical salve. |
powerful water salve [power 44] powerful water salve [power 44]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 237% efficiency and 77% cooldown modifier. Remove 2 mental effects and grants a water aura (44% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion While equipped: Intense heat radiates from this powerful shot. This item has been sent to the Item's Vault. |
acidic pouch of voratun shots of corruption (23/23, 53-64 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 On Hit: 20% Curse of Impotence 5 On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of wind (23/23, 58-70 power, 5 apr)3.0 T4 shot ammo [Ego+] Nature/Master Power 58.5 - 70.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +11.5% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 209 physical damage On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
blazing pouch of voratun shots of persecution (22/22, 53-64 power, 6 apr)3.0 T5 shot ammo [Ego] Nature/Disrupt Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +33 fire Against +24% Unnatural +29% Unliving On Crit.r2 +15 fire Shots are used with slings to pummel your foes to death. |
elemental pouch of voratun shots of corruption (23/24, 54-65 power, 6 apr)3.0 T5 shot ammo [Ego++] Arcane Power 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 On Hit: 20% Curse of Death 5 On Hit: * Create an explosion dealing 118 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of annihilation (21/21, 64-77 power, 9 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 64.0 - 76.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +11.0% Capacity 21 Proj.spd +200% Ranged+ +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage Shots are used with slings to pummel your foes to death. |
dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect fireproof coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% light +25% fire Tinkers can be attached to normal items to improve them with steam power! |
powerful moss tread0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +6 ---------- misc Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
well-made incendiary groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 4.5 Pwr.cost 14 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 117 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
6 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. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 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 144.90 temporal and 180.18 darkness damage (based on Magic). Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 23 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
8 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 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
8 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. |
5 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. |
4 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. |
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 dangerous secret
Found the mysterious staff and told Last Hope about it.By gun 2 the Thalore Gunslinger level 30
50th Haze 122nd year of Ascendancy at 19:47 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By gun 2 the Thalore Gunslinger level 47
56th Pyre 123rd year of Ascendancy at 10:19 see stats
Against all odds
Killed Ukruk in the ambush.By gun 2 the Thalore Gunslinger level 29
26th Haze 122nd year of Ascendancy at 18:15 see stats
Arachnophobia
Destroyed the spydric menace.By gun 2 the Thalore Gunslinger level 34
14th Regrowth 123rd year of Ascendancy at 08:25 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By gun 2 the Thalore Gunslinger level 35
21st Regrowth 123rd year of Ascendancy at 14:38 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By gun 2 the Thalore Gunslinger level 39
30th Pyre 123rd year of Ascendancy at 18:13 see stats
Brave new world
Went to the Far East and took part in the war.By gun 2 the Thalore Gunslinger level 33
12nd Regrowth 123rd year of Ascendancy at 00:12 see stats
Bringer of Doom
Killed a Bringer of Doom.By gun 2 the Thalore Gunslinger level 22
64th Dusk 122nd year of Ascendancy at 03:05 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By gun 2 the Thalore Gunslinger level 46
55th Pyre 123rd year of Ascendancy at 00:23 see stats
Destroyer of the creation
Killed Slasul.By gun 2 the Thalore Gunslinger level 36
77th Regrowth 123rd year of Ascendancy at 14:18 see stats
Destroyer's bane
Killed Golbug the Destroyer.By gun 2 the Thalore Gunslinger level 32
8th Regrowth 123rd year of Ascendancy at 23:53 see stats
Dragon's Greed
Amassed 8000 gold pieces.By gun 2 the Thalore Gunslinger level 42
38th Pyre 123rd year of Ascendancy at 13:03 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By gun 2 the Thalore Gunslinger level 50
2nd Flare 123rd year of Ascendancy at 01:30 see stats
Exterminator
Killed 1000 creatures.By gun 2 the Thalore Gunslinger level 18
29th Dusk 122nd year of Ascendancy at 06:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By gun 2 the Thalore Gunslinger level 21
46th Dusk 122nd year of Ascendancy at 21:54 see stats
Fear me not!
Survived the Fearscape!By gun 2 the Thalore Gunslinger level 30
51st Haze 122nd year of Ascendancy at 06:55 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By gun 2 the Thalore Gunslinger level 49
9th Mirth 123rd year of Ascendancy at 10:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By gun 2 the Thalore Gunslinger level 20
42nd Dusk 122nd year of Ascendancy at 14:39 see stats
Level 10
Got a character to level 10.By gun 2 the Thalore Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 01:50 see stats
Level 20
Got a character to level 20.By gun 2 the Thalore Gunslinger level 20
41st Dusk 122nd year of Ascendancy at 13:29 see stats
Level 30
Got a character to level 30.By gun 2 the Thalore Gunslinger level 30
30th Haze 122nd year of Ascendancy at 01:43 see stats
Level 40
Got a character to level 40.By gun 2 the Thalore Gunslinger level 40
36th Pyre 123rd year of Ascendancy at 16:10 see stats
Level 50
Got a character to level 50.By gun 2 the Thalore Gunslinger level 50
10th Mirth 123rd year of Ascendancy at 00:42 see stats
Oozemancer
Destroyed the corrupted oozemancer.By gun 2 the Thalore Gunslinger level 38
19th Pyre 123rd year of Ascendancy at 09:06 see stats
Orcrist
Killed the leaders of the Orc Pride.By gun 2 the Thalore Gunslinger level 49
74th Pyre 123rd year of Ascendancy at 13:49 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By gun 2 the Thalore Gunslinger level 43
42nd Pyre 123rd year of Ascendancy at 11:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By gun 2 the Thalore Gunslinger level 31
70th Haze 122nd year of Ascendancy at 05:20 see stats
Size is everything
Did over 1500 damage in one attack.By gun 2 the Thalore Gunslinger level 49
74th Pyre 123rd year of Ascendancy at 10:17 see stats
Size matters
Did over 600 damage in one attack.By gun 2 the Thalore Gunslinger level 25
23rd Haze 122nd year of Ascendancy at 01:35 see stats
Sliders
Activated a portal using the Orb of Many Ways.By gun 2 the Thalore Gunslinger level 33
9th Regrowth 123rd year of Ascendancy at 01:03 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By gun 2 the Thalore Gunslinger level 50
2nd Flare 123rd year of Ascendancy at 01:29 see stats
The Arena
Unlocked Arena mode.By gun 2 the Thalore Gunslinger level 11
6th Mirth 122nd year of Ascendancy at 01:05 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By gun 2 the Thalore Gunslinger level 49
74th Pyre 123rd year of Ascendancy at 11:48 see stats
The Sun Still Shines
Aeryn survived the last battle.By gun 2 the Thalore Gunslinger level 50
2nd Flare 123rd year of Ascendancy at 01:30 see stats
The secret city
Discovered the truth about mages.By gun 2 the Thalore Gunslinger level 11
7th Mirth 122nd year of Ascendancy at 13:59 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By gun 2 the Thalore Gunslinger level 36
73rd Regrowth 123rd year of Ascendancy at 02:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By gun 2 the Thalore Gunslinger level 29
29th Haze 122nd year of Ascendancy at 21:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By gun 2 the Thalore Gunslinger level 18
29th Dusk 122nd year of Ascendancy at 00:29 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By gun 2 the Thalore Gunslinger level 27
26th Haze 122nd year of Ascendancy at 00:37 see stats
Log
Gun 2 picks up (S.): Scorched Boots (4 def, 4 armour).
Gun 2 picks up (4.): insulating voratun helm of constitution (+6) (0 def, 5 armour).
Gun 2 picks up ( .): rejuvenating voratun plate armour of lightning resistance (0 def, 16 armour).
Gun 2 picks up (O.): chilling voratun waraxe of crippling (42-58 power, 6 apr).
Gun 2 picks up (t.): acidic voratun longsword of projection (42-59 power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Scorched Boots
You can read all your collected lore in the game menu, by pressing Escape.
Gun 2 picks up (y.): voratun mace of disruption (44-62 power, 6 apr).
Gun 2 picks up (q.): flaming voratun dagger of massacre (50-64 power, 9 apr).
Resting starts...
Rested for 66 turns (stop reason: all resources and life at maximum).
Gun 2 picks up (s.): stormbringer's voratun greatsword of rage (64-102 power, 4 apr).
Gun 2 picks up (r.): caustic voratun greatmaul of crippling (68-101 power, 4 apr).
Ran for 6 turns (stop reason: interesting terrain).
You pickup 0.65 gold pieces.
Gun 2 picks up ( .): acidic pouch of voratun shots of corruption (23/23, 53-64 power, 6 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Gun 2 deactivates his cloak's restoration systems.










































































































































































