








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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. 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. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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: 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 1.7.4This 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 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 50 / 2340% |
Size | big |
Lifes / Deaths | Killed by Silethra the elven blood mage at level 25 on the 46th Regrowth 124th year of Ascendancy at 02:21 3 / 4Killed by overpowered greater multi-hued wyrm at level 43 on the 1st Dusk 124th year of Ascendancy at 18:38 Killed by overpowered greater multi-hued wyrm at level 44 on the 1st Dusk 124th year of Ascendancy at 19:40 Killed by Vorybeth the orc cryomancer at level 45 on the 16th Dusk 124th year of Ascendancy at 21:02 |
Primary Stats
Strength | 196 (base 27) |
Dexterity | 197 (base 63) |
Constitution | 78 (base 9) |
Magic | 173 (base 59) |
Willpower | 40 (base 18) |
Cunning | 188 (base 63) |
Resources
Mana | 445/445 |
Psi | 120/120 |
Life | 1642/1642 |
Steam | 100/100 |
Stamina | 222/222 |
Paradox | 300 |
Healing Factor | 1.5925372656298 |
Regeneration | 26.834252925862 |
Speed
Mental | +15% |
Attack | 0% |
Movement | +129.54076383899% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 24 |
Infravision | 14 |
See Stealth | 91.998241349546 |
See Invisible | 99.998241349546 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 354 |
Accuracy | 105 |
Crit Chance | 160% |
APR | 26 |
Speed | 0.87 |
Offense: Spell
Spellpower | 120 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 82% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +16% |
Arcane | +68% |
Cold | +43% |
All | +7% |
Lightning | +56% |
Light | +52% |
Temporal | +17% |
Mind | +16% |
Darkness | +33% |
Fire | +46% |
Nature | +23% |
Offense: Damage Penetration
Acid | +65% |
Blight | +30% |
Arcane | +40% |
Cold | +60% |
All | +25% |
Darkness | +40% |
Temporal | +45% |
Physical | +40% |
Mind | +30% |
Fire | +50% |
Lightning | +106% |
Defense: Base
Armour (hardiness) | 21 (37.644941169318%) |
Defense | 104 |
Ranged Defense | 111 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 63 |
Mental Save | 71 |
Defense: Resistances
Blight | + 55%( 70%) |
Arcane | + 43%( 70%) |
Mind | + 40%( 70%) |
All | + 36%( 70%) |
Lightning | + 55%( 70%) |
Temporal | + 53%( 80%) |
Darkness | + 58%( 70%) |
Fire | + 44%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 48% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 28 up to 8 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
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 965 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 592.00 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 Cunning stat. |
Class Talents
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 0/1 |
| 0/1 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Age Manipulation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Air | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Agility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Leeching Poison |
talent | Striking Stance |
talent | Thunderstorm |
talent | Apply Poison |
talent | Tempest |
talent | Feather Wind |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Hurricane |
talent | Shadow Feed |
talent | Trained Reactions |
talent | Daunting Presence |
talent | Augmentation |
talent | Fiery Hands |
talent | Crippling Poison |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Countering melee attacks: Has a 28% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
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 failed to protect the lost sun paladin from death by Emelorewyn the grizzly bear. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by grizzly bear. Escort: lost warrior (level 3 of Wolfmire) | failed |
You failed to protect the repented thief from death by dragonsfire trap. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Eilinibrena the vampire lord. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Betekira the orc master assassin. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 873. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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
Psionic focus | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 147% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+4 eff.) Dmg.mod +6% acid +30% fire +9% blight +30% cold +30% arcane +30% lightning Res.pen +10% acid +15% fire +5% blight +15% cold +15% arcane +15% lightning ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.30 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 195% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +47.0% Capacity 21 Ranged+ +60 physical +23 nature +20 arcane On Hit.r1 +23 nature On Hit: * 20% chance to knock the target back 3 spaces and deal 234 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 510 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +20% light Res.pen +10% acid +20% temporal Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 55% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Blind- +50% Confus- +23% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +23 See.Stealth +35 See.Invis +25 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 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 | ![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +9 Str +10 Dex +4 Wil +15 Cun +5 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +3% arcane Acc +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness +5% arcane Phys.save +14 (+4 eff.) Mind.save +27 (+6 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 Infravis +8 Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+2 eff.) Res.pen +5% mind On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +2 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 9 cooldown 100% to heal for 37. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +17 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% darkness Res.pen +15% darkness Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 28% * 10% chance to reduce strength, dexterity, and constitution by 44 ----- def ----- Resists +15% blight Spell.save +20 (+5 eff.) HP.reg +7.00 Stun/Frz- +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +16% nature ----- def ----- Resists +3% blight +12% fire +32% nature +5% arcane Max.HP +50.00 Disarm- +50% Pinning- +49% Knockbk- +38% ---------- misc See.Invis +18 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +5 Cun dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +9% mind Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Fatigue -20% Phys.save +16 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +25 (+6 eff.) HP.reg +1.60 Heal.mod +18% ---------- misc Max.enc +50 A belt that goes around your waist. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +23% Spell.pwr +32 (+4 eff.) Dmg.mod +12% acid +25% light +14% darkness +28% arcane Res.pen +20% acid Melee Ret 6 mind ----- def ----- Resists +6% mind +15% all HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% ---------- misc Mana/turn +0.24 Max.mana +111.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Dmg.mod +6% cold Res.pen +20% lightning +15% physical +20% cold Melee Ret 4 lightning ----- def ----- Armour +5 Phys.save +6 (+2 eff.) Silence- +48% Confus- +46% Pinning- +10% Stun/Frz- +46% Knockbk- +10% Teleport- +100% ---------- misc Spell.cld 10% A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +5 Dex +3 Wil +12 Cun dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +22% Crit.mult +10.00% Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +20 (+5 eff.) Mind.save +9 (+2 eff.) Disarm- +144% ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 Max.hate +4.00 Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 160% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +16 Apr +15 Crit +35.0% Atk.spd 100% On Hit: 10% Perfect Control 5 On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+1 eff.) Resists +30% lightning +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% Stun/Frz- +50% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Spell/Divination +0.10 Chronomancy/Chronomancy See the Threads: Level 1.1 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 51%. 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 schematic scroll [Unique] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +14 Lck +1 Dex dps ---------- Acc +20 (+4 eff.) ----- def ----- Armour +8 Defense +46 (+7 eff.) Resists +6% temporal +30% fire +15% darkness +29% cold Res.Cap +7% all Phys.save +37 (+9 eff.) Unseen.red 14% Silence- +20% Teleport- +10% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Mag +7 Cun dps ---------- Spell.pwr +15 (+2 eff.) Mov.spd +23% Res.pen +26% arcane +15% blight Phasing +30% Acc +13 (+3 eff.) ----- def ----- Armour +18 Defense +13 (+2 eff.) ---------- misc Vim/s.crit +2.09 Blinding Speed: Puts all charms on 24 cooldown Level 3.9 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 180% Range: 1.2x Uses 180% Mag Dmg Arcane 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 (+7 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 120 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." |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 147% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil +3 Mag dps ---------- Spell.crit +5% Crit.mult +67.00% Spell.pwr +44 (+6 eff.) Melee+ 64 fire Dmg.mod +21% mind +30% fire Res.pen +26% mind Melee Ret 4 mind ----- def ----- Resists +6% temporal ---------- misc Max.mana +87.00 See.Invis +33 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 147% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +38.00% Spell.pwr +23 (+3 eff.) Melee+ 30 fire Dmg.mod +30% darkness ----- def ----- Resists +9% blight +9% temporal Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.40 Max.mana +66.00 Light +1 See.Invis +17 Talents +1 Command Staff On Spell Hit: 10% Sun Ray 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 198% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+4 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 36 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 494.13. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 182.91 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 18 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 162% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 darkness Against +18% Living While equipped: Stats +8 Str +10 Dex +11 Mag +12 Wil +11 Cun +17 Con dps ---------- Phys.pwr +13 (+1 eff.) Res.pen +15% mind +13% physical ----- def ----- Resists +12% nature +9% fire Disarm- +28% ---------- misc Equi/ret +0.16 Psi/ret +0.12 Max.psi +10.00 Sharp, long, and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 157% Range: 1.3x Uses 100% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +16 mind On Crit.r2 +45 lightning +45 cold +12 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +27.0% Crit.mult +34.00% Mov.spd +39% Res.pen +13% lightning +24% cold Apr +11 ----- def ----- Spell.save +12 (+3 eff.) Sharp, short and deadly. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 161% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam When used to Attack: Power 97% Range: 1.1x Uses 50% Mag Dmg Physical On Crit.r2 +12 lightning While equipped: Stats +11 Str +13 Dex +11 Mag +9 Wil +12 Cun +9 Con dps ---------- Acc +21 (+4 eff.) ----- def ----- Armour +10 Defense +42 (+7 eff.) Fatigue +12% Resists +12% acid +6% mind Disarm- +96% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Power 97% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +53 lightning +45 cold While equipped: Stats +16 Str dps ---------- Phys.pwr +37 (+4 eff.) Mov.spd +66% Res.pen +12% lightning +17% cold ----- def ----- Defense +5 (+0 eff.) Resists +6% darkness +5% arcane Mind.save +9 (+2 eff.) Disease- +20% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 97% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+4 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 213 to 426 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 192% Range: 1.4x Uses 50% Wil, 50% Mag, 70% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 19 Ranged+ +16 fire +39 physical +8 temporal On Crit.r2 +16 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 234 physical damage * 25% chance for lightning to strike from the target to a second target dealing 170 damage On Crit: * Wound the target dealing 510 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Master Power 129% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 50 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 165% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Darkness Acc+ +2.0% proc dam (max 200%) Crit +10.0% Block +250 While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+2 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +14 Mag +13 Wil dps ---------- Spell.crit +15% Crit.mult +10.00% Spell.pwr +50 (+7 eff.) S.pwr/crit +7 Dmg.mod +9% arcane +9% physical Res.pen +15% arcane Melee Ret 6 nature ----- def ----- Resists +15% all Phys.save +3 (+1 eff.) Silence- +49% ---------- misc Mana/turn +0.80 Psi/turn +0.40 Max.mana +86.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% arcane +10% blight Melee Ret 2 blight 4 fire ----- def ----- Armour +19 Defense +5 (+0 eff.) Fatigue +12% Resists +56% lightning +12% physical +12% acid +13% cold +5% arcane +11% fire A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +9 Wil ----- def ----- Armour +30 Defense +15 (+2 eff.) Fatigue +26% Resists +25% acid +25% darkness +25% blight +25% fire +10% arcane Phys.save +15 (+4 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+6 eff.) Stun/Frz- +30% Knockbk- +30% ---------- misc Max.stam +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+2 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 10 Defense and your attacks will gain 16% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+4 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 849.42 cold damage and condensing the air into freezing vapors that deal 283.14 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +10 Mag +3 Wil +5 Con +15 Lck dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +10% acid +15% temporal +9% light +8% blight Res.pen +15% temporal +9% physical ----- def ----- Armour +5 Stealth +15 Disease- +50% ---------- misc Light +3 Blindside: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 50 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +25 Dex +2 Mag +13 Cun +2 Con +13 Lck dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Armour +5 Defense +17 (+2 eff.) Resists +15% lightning +15% temporal +9% darkness +5% arcane +6% nature Crit.chn- 10.00% Ignore.dmg +8% Affinity +20% lightning Stealth +9 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +25 (+7 eff.) Dmg.mod +6% arcane ----- def ----- Armour +5 Fatigue +4% Resists +5% arcane Phys.save +13 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +24 (+6 eff.) HP.reg +8.00 Heal.mod +18% ---------- misc Stam/turn +0.60 Psi/ret +0.12 Max.stam +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +10 Cun +9 Dex dps ---------- Crit.mult +10.00% Melee+ 13 mind Dmg.mod +12% mind +9% nature Acc +9 (+2 eff.) Apr +15 Melee Ret 6 mind ----- def ----- Armour +8 Resists +8% mind Mind.save +12 (+3 eff.) Max.HP +72.00 ---------- misc Max.hate +2.00 Unarmed combat: Power 151% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +13 Crit +5.0% Atk.spd 125% On Crit.r2 +13 mind On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 On Hit: 20% Psychic Lobotomy 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Spell.crit +8% Spell.pwr +14 (+2 eff.) Melee+ 10 blight Dmg.mod +3% blight Res.pen +10% mind Acc +9 (+2 eff.) Apr +11 ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +1% physical Mind.save +12 (+3 eff.) Confus- +20% ---------- misc Mana/turn +0.23 Unarmed combat: Power 146% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +22 Crit +10.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +10 blight On Hit: 20% Soul Rot 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Elemental Bolt 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +5 Dex +9 Cun dps ---------- Spell.crit +5% Phys.pwr +19 (+2 eff.) Acc +10 (+2 eff.) Apr +14 ----- def ----- Armour +7 Fatigue +5% Resists +3% acid +3% cold +6% nature Mind.save +16 (+4 eff.) Max.HP +67.00 Heal.mod +10% ---------- misc Max.vim +30.00 Unarmed combat: Power 168% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +17 Apr +25 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Phys.crit +2.0% Melee+ 13 nature 11 cold Dmg.mod +10% nature +6% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +7% cold +11% nature +9% darkness Phys.save +13 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +38% ---------- misc Stam/turn +1.00 Unarmed combat: Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +19 physical On Crit.r2 +9 nature +12 ice On Hit: 10% Ice Breath 5 On Hit: 10% Juggernaut 1 On Hit: 10% Venomous Breath 5 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Dex +7 Cun +4 Con dps ---------- Melee+ 15 light Dmg.mod +8% light ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +17% light +6% mind Phys.save +32 (+8 eff.) Spell.save +19 (+5 eff.) Mind.save +9 (+2 eff.) Disarm- +33% Confus- +21% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 146% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +22.0% Atk.spd 100% Melee+ +29 physical On Hit: 10% Set Up 5 On Hit: 10% Juggernaut 1 On Hit: 20% Searing Light 5 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +8 Str +4 Wil +4 Cun +4 Con dps ---------- Crit.mult +20.00% Phys.pwr +16 (+2 eff.) Acc +11 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness Disarm- +47% ---------- misc Psi/ret +0.12 Max.psi +30.00 Infravis +2 Masteries +0.20 Technique/Grappling Unarmed combat: Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +20.0% Atk.spd 100% Melee+ +27 darkness On Hit: 10% Disarm 5 On Crit: 10% Dominate 5 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Cun dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +9% darkness Mind.save +9 (+2 eff.) Max.HP +59.00 ---------- misc Infravis +2 Unarmed combat: Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +15 Apr +15 Crit +15.0% Atk.spd 100% Melee+ +22 darkness On Hit: 10% Battle Shout 5 On Crit: 10% Dominate 5 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- Phys.crit +16.0% Spell.crit +19% Mind.crit +15% Crit.mult +24.00% Melee+ 8 acid Dmg.mod +9% acid Phasing +30% Acc +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +20% darkness +9% acid ---------- misc Max.mana +20.00 Infravis +3 Unarmed combat: Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +32.0% Atk.spd 100% Melee+ +11 darkness On Crit.r2 +15 acid On Hit: 10% Corrosive Breath 5 On Crit: 20% Cripple 5 On Crit: 10% Dominate 5 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +11% blight ----- def ----- Defense +2 (+0 eff.) Resists +11% blight +6% cold +6% nature +3% lightning Shield.pwr +11% Spell.save +3 (+1 eff.) HP.reg +2.70 Disarm- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +6 Str +20 Wil -14 Cun +12 Lck dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +6% Phys.pwr +10 (+1 eff.) Dmg.mod +12% lightning Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +15% physical +3% darkness +8% cold +7% fire +9% lightning Phys.save +12 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +19 Cun +10 Wil dps ---------- Mind.crit +13% Mind.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% physical +12% light +6% nature Res.pen +10% darkness +25% nature Melee Ret 8 light ----- def ----- Defense +3 (+0 eff.) Resists +25% darkness +18% physical Mind.save +41 (+10 eff.) ---------- misc Max.hate +15.00 Hateful Whisper: Puts all charms on 9 cooldown Level 4.0 Pwr.cost 9 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 232 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +1 Wil +8 Cun +4 Con dps ---------- Crit.mult +5.00% Spell.pwr +5 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Phys.save +21 (+6 eff.) ---------- misc Stam/ret +2.60 Equi/ret +3.00 Mana/s.crit +2.00 A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +9% light +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+1 eff.) Phys.save +15 (+4 eff.) Spell.save +14 (+3 eff.) Mind.save +15 (+3 eff.) Max.HP +45.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Mind.crit +5% Dmg.mod +3% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Phys.save +6 (+2 eff.) Blind- +48% Poison- +20% Cut- +20% Confus- +47% ---------- misc Light +11 See.Stealth +23 See.Invis +25 Track: Puts all charms on 24 cooldown Level 5.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 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. |
![]() 0.0 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% nature +25% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% light ---------- misc Light +5 See.Stealth +10 Tinkers can be attached to normal items to improve them with steam power! |
great healing salve [power 680] great healing salve [power 680]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 93% cooldown modifier. Heal 680 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing unstoppable force salve [power 219] amazing unstoppable force salve [power 219]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 93% cooldown modifier. Increases all saves by 219 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 55% ----- def ----- Defense +5 (+0 eff.) Resists +6% acid +6% fire Spell.save +9 (+2 eff.) Pinning- +20% Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +14 Mag +4 Cun -14 Con dps ---------- Crit.mult +10.00% ----- def ----- Resists +5% arcane +6% cold ---------- misc Max.hate +10.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 305 physical damage Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 23% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 63% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Sneeder of Chucks the Skeleton Brawler level 39
49th Pyre 124th year of Ascendancy at 21:45 see stats
By Sneeder of Chucks the Skeleton Brawler level 46
18th Dusk 124th year of Ascendancy at 00:35 see stats
By Sneeder of Chucks the Skeleton Brawler level 36
39th Pyre 124th year of Ascendancy at 07:48 see stats
By Sneeder of Chucks the Skeleton Brawler level 37
40th Pyre 124th year of Ascendancy at 14:58 see stats
By Sneeder of Chucks the Skeleton Brawler level 43
1st Dusk 124th year of Ascendancy at 18:31 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
75th Regrowth 125th year of Ascendancy at 10:57 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
31st Regrowth 125th year of Ascendancy at 05:28 see stats
By Sneeder of Chucks the Skeleton Brawler level 42
6th Flare 124th year of Ascendancy at 15:26 see stats
By Sneeder of Chucks the Skeleton Brawler level 31
11st Pyre 124th year of Ascendancy at 07:51 see stats
By Sneeder of Chucks the Skeleton Brawler level 6
2nd Summertide 122nd year of Ascendancy at 16:13 see stats
By Sneeder of Chucks the Skeleton Brawler level 41
3rd Flare 124th year of Ascendancy at 15:35 see stats
By Sneeder of Chucks the Skeleton Brawler level 14
48th Haze 122nd year of Ascendancy at 14:20 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
67th Regrowth 125th year of Ascendancy at 19:17 see stats
By Sneeder of Chucks the Skeleton Brawler level 22
26th Regrowth 124th year of Ascendancy at 22:11 see stats
By Sneeder of Chucks the Skeleton Brawler level 25
46th Regrowth 124th year of Ascendancy at 09:28 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
65th Regrowth 125th year of Ascendancy at 05:07 see stats
By Sneeder of Chucks the Skeleton Brawler level 25
34th Regrowth 124th year of Ascendancy at 00:20 see stats
By Sneeder of Chucks the Skeleton Brawler level 44
1st Dusk 124th year of Ascendancy at 21:21 see stats
By Sneeder of Chucks the Skeleton Brawler level 10
37th Dusk 122nd year of Ascendancy at 02:03 see stats
By Sneeder of Chucks the Skeleton Brawler level 20
72nd Regrowth 123rd year of Ascendancy at 05:41 see stats
By Sneeder of Chucks the Skeleton Brawler level 30
50th Regrowth 124th year of Ascendancy at 15:55 see stats
By Sneeder of Chucks the Skeleton Brawler level 40
2nd Flare 124th year of Ascendancy at 11:29 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
46th Dusk 124th year of Ascendancy at 20:17 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
64th Regrowth 125th year of Ascendancy at 12:07 see stats
By Sneeder of Chucks the Skeleton Brawler level 20
2nd Flare 123rd year of Ascendancy at 02:41 see stats
By Sneeder of Chucks the Skeleton Brawler level 47
30th Dusk 124th year of Ascendancy at 01:16 see stats
By Sneeder of Chucks the Skeleton Brawler level 27
47th Regrowth 124th year of Ascendancy at 11:00 see stats
By Sneeder of Chucks the Skeleton Brawler level 21
26th Regrowth 124th year of Ascendancy at 13:08 see stats
By Sneeder of Chucks the Skeleton Brawler level 20
17th Regrowth 124th year of Ascendancy at 06:21 see stats
By Sneeder of Chucks the Skeleton Brawler level 41
3rd Flare 124th year of Ascendancy at 17:16 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
67th Regrowth 125th year of Ascendancy at 19:17 see stats
By Sneeder of Chucks the Skeleton Brawler level 5
5th Mirth 122nd year of Ascendancy at 23:42 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
64th Regrowth 125th year of Ascendancy at 14:30 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
67th Regrowth 125th year of Ascendancy at 19:17 see stats
By Sneeder of Chucks the Skeleton Brawler level 31
11st Pyre 124th year of Ascendancy at 11:37 see stats
By Sneeder of Chucks the Skeleton Brawler level 17
48th Regrowth 123rd year of Ascendancy at 04:22 see stats
By Sneeder of Chucks the Skeleton Brawler level 50
57th Dusk 124th year of Ascendancy at 04:48 see stats
By Sneeder of Chucks the Skeleton Brawler level 14
48th Haze 122nd year of Ascendancy at 14:20 see stats
By Sneeder of Chucks the Skeleton Brawler level 14
48th Dusk 122nd year of Ascendancy at 18:53 see stats
By Sneeder of Chucks the Skeleton Brawler level 36
38th Pyre 124th year of Ascendancy at 18:27 see stats
Log
There is an item here: 11 schematic: Steamsaw
There is an item here: 6 schematic: Focus Lens
There is an item here: 4 schematic: Frost Salve
There is an item here: 4 schematic: Flash Powder
There is an item here: 4 schematic: Flare Shell
There is an item here: 4 schematic: Fireproof Coating
There is an item here: 3 schematic: Fiery Salve
There is an item here: 6 schematic: Explosive Shell
There is an item here: 8 schematic: Deflection Field
There is an item here: 6 schematic: Acid Groove
There is an item here: 6 schematic: Botanical Shell
There is an item here: schematic: Black Light Emitter
There is an item here: schematic: Air Recycler
There is an item here: 4 schematic: Back Support
There is an item here: 2 schematic: Armour Reinforcement
There is an item here: 10 schematic: Antimagic Shell
Ran for 3 turns (stop reason: object seen).
You don't see how to get there...
You transfer Sceptre of the Archlich (159% power, 12 apr, darkness element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer The Black Ring to the online item's vault.
Saving done.
Saving game...
Saving done.
The furious lightning storm around Sneeder of Chucks calms down and disappears.