














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Demons |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 50 / 3689% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 43 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 77 (base 51) |
| Magic | 103 (base 60) |
| Willpower | 58 (base 40) |
| Cunning | 87 (base 60) |
Resources
| Mana | 434/434 |
| Vim | 327/327 |
| Life | 1378/1414 |
| Steam | 0/100 |
| Stamina | 376/376 |
| Soul | 10/10 |
| Healing Factor | 2.5 |
| Regeneration | 42.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 18 |
| Infravision | 12 |
| See Stealth | 52 |
| See Invisible | 62 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 23 |
| Crit Chance | 48% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 99 |
| Crit Chance | 65% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +40% |
| Arcane | +41% |
| Cold | +83% |
| All | +21% |
| Lightning | +37% |
| Light | +60% |
| Physical | +31% |
| Fire | +49% |
| Mind | +33% |
Offense: Damage Penetration
| Light | +20% |
| Nature | +25% |
| Fire | +20% |
| Arcane | +12% |
| Cold | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.450038911549 (48.304188961773%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 4.0695406001848 |
| Physical Save | 41 |
| Spell Save | 55 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 55%( 70%) |
| Cold | + 66%( 70%) |
| All | + 48%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 65%( 70%) |
| Mind | + 52%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Silence Resistance | 100% |
| Confusion Resistance | 60% |
| Knockback Resistance | 4% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 628 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 6 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 192 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 Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1435% for 10 turns (1603 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Ice | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Corruption / Doom shield | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Spellcraft |
| talent | Uttercold |
| talent | Ice Core |
| talent | Hardened Core |
| talent | Frost Infusion |
| talent | Reaping |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (401/401). Capacitor Discharge |
| detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * Your Rhaloren allies have plunged Elvala into chaos. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * The Allied Kingdom leadership is destroyed. Victory is certain. You have won the game! | done |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
| On feet | Flarerock (0 def, 5 armour) =10% spell cooldown=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +3 Dex / +6 Mag / +4 Cun / +3 Con Changes resistances: +6% nature Changes resistances penetration: +25% nature / +20% fire Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 684 alchemist jade0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
| Light source | Hettokan the dwarven lantern =track=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 26 fire Changes stats: +4 Wil Changes resistances: +9% acid / +9% fire Changes damage: +9% blight / +9% arcane / +20% light Mental save: +14 (+4 eff.) Blindness immunity: +45% Confusion immunity: +30% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +16 See stealth: +52 See invisible: +37 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) =main=Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +50% A Helmet. But with steam power! |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Fatal Attractor Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Loreduhek the Mucusgrit (dig speed 5 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 4 nature / 4 light Changes stats: +3 Str Changes resistances: +6% nature Changes resistances penetration: +20% light Changes damage: +12% mind / +10% fire Mental save: +13 (+4 eff.) Maximum life: +36.00 Maximum stamina: +27.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun Goedalath Rock ring =Goedela=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Damage (Melee): 29 light Damage (Ranged): 33 light Damage when hit (Melee): 34 darkness Changes stats: +6 Mag Changes damage: +19% light / +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
| On fingers | voratun bloodstone ringPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +6 Mag Stun/Freeze immunity: +60% Life regen: +13.00 Maximum life: +90.00 Spellpower: +15 (+3 eff.) Healing mod.: +20% Rings make your fingers look great! |
| Around neck | Darkreign of the BlightspawnPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects when hit in melee: * 22% chance to reduce strength, dexterity, and constitution by 39 * 37% chance to reduce damage dealt by 23% Changes stats: +5 Mag Changes resistances: +6% nature Changes damage: +7% acid / +8% fire / +6% cold / +7% lightning Talent masteries: +0.40 Technique / Shield offense +0.40 Technique / Battle tactics Blindness immunity: +34% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Infravision radius: +9 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
| In main hand | Siledhera (136% power, 6 apr, cold element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +10.0% Physical power: +13 (+4 eff.) Armour: +4 Effects on melee hit: * 20 arcane resource burn Changes stats: +13 Con Changes resistances: +9% mind Changes damage: +30% cold Talent granted: +1 Command Staff Spell save: +6 (+2 eff.) Life regen: +3.70 Mana each turn: +5.00 Maximum life: +20.00 Spellpower: +42 (+7 eff.) Spell crit. chance: +9% Healing mod.: +43% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Ragugen Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 39 Changes stats: +5 Str / +5 Wil / +2 Cun / +5 Con Changes resistances: +8% acid / +8% fire / +3% blight / +8% cold / +9% nature / +17% lightning Physical save: +8 (+3 eff.) Mental save: +17 (+5 eff.) Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% Size category: +1 Slows Projectiles: +25% It can be used to surround yourself with a magical shield (strength 357, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Radhilehir the voratun shield (0 def, 20 armour, 180% power, 295 block) =main=Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +295 Damage (Melee): +20 fire Damage (radius 1) on hit: +8 blight When wielded/worn: Armour: +20 Fatigue: +8% Damage when hit (Melee): 31 fire Changes stats: +6 Str / +6 Mag Changes resistances: +20% blight / +20% fire / +17% nature / +5% arcane Talent granted: +1 Block Mana each turn: +0.12 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +35% Handheld deflection devices. |
| Cloak | Cracklebreacher the elven-silk cloak (3 def, 0 armour) =main=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 nature / 6 lightning Changes stats: +4 Dex / +5 Wil / +9 Cun Changes resistances: +6% acid / +9% fire / +30% lightning / +6% temporal Changes resistances penetration: +12% arcane Changes damage: +11% arcane / +9% lightning Critical mult.: +30.00% Stun/Freeze immunity: +50% Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 20 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Reduces incoming crit damage: 35.00% Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
medical injector implant of the psychic (efficiency 200% / cooldown 79%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 200% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 168% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 168% efficiency and cooldown mod of 68%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 142% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 142% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the wizard (range 9; phase 26; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 83; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 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 83 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 34; blocks 6; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 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 34 up to 6 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Far-Hand =+10 con teleport=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (199). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +16% mind Confusion immunity: +31% Amulets make your neck look great! |
clarifying stralite amulet of constitution (+6) =+6con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +22% mind Confusion immunity: +33% Amulets make your neck look great! |
voratun amulet 'Glisemina' =+8str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +4 Wil Changes resistances: +5% arcane / +9% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +20% Life regen: +4.00 Healing mod.: +15% Amulets make your neck look great! |
voratun amulet 'Infernopain'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +3 Mag Changes resistances: +21% fire Changes resistances penetration: +15% arcane / +15% fire Changes damage: +8% acid / +9% physical / +7% cold / +7% lightning / +6% fire Physical save: +25 (+9 eff.) Spell save: +20 (+6 eff.) Mental save: +17 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets make your neck look great! |
wanderer's gold amulet of the eclipse =+6cun +5con=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Damage (Melee): 7 light / 5 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 23% * 8% chance to blind Changes stats: +3 Dex / +6 Cun / +5 Con Changes damage: +7% light / +8% darkness Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
wanderer's stralite amulet of healing =heal mod=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +6 Cun / +4 Con Cut immunity: +60% Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 315 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warmaker's stralite amulet of magic (+6) =+6str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +5 Dex / +5 Mag / +4 Wil Amulets make your neck look great! |
Radianceriver =imbue bloodstone=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +7 Str / +12 Mag / +7 Wil / +3 Cun / +9 Con Changes resistances: +3% light Changes resistances penetration: +20% light Mental save: +15 (+5 eff.) Spellpower: +19 (+3 eff.) Rings make your fingers look great! |
Shinenail the steel ring =+5dex +6cun +2con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Damage when hit (Melee): 6 light Changes stats: +5 Dex / +6 Cun / +2 Con Changes resistances: +9% light Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +6 Rings make your fingers look great! |
The Black Ring =black=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh Redemption =+6con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 28.67 cold and 20.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xanonne the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +14 Mag Changes resistances penetration: +15% blight / +20% arcane Spell save: +12 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +35 (+6 eff.) Mindpower: +14 (+4 eff.) Rings make your fingers look great! |
Xerotta the ForestburstInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% acid / +15% nature / +21% lightning Changes resistances penetration: +15% nature / +10% lightning Changes damage: +13% acid / +9% nature Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
conjurer's voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 39 light Damage (Ranged): 39 light Changes stats: +17 Mag / +8 Wil Changes damage: +16% light Spellpower: +13 (+2 eff.) Rings make your fingers look great! |
gladiator's gold ring =+6str +5con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +6 Str / +5 Con Rings make your fingers look great! |
gladiator's stralite ring of life =+7con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +5 Str / +7 Con Life regen: +12.00 Maximum life: +60.00 Healing mod.: +10% Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
pixie's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Mag Stun/Freeze immunity: +26% Life regen: +3.00 Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
pixie's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Mag Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +14 Defense: +11 (+5 eff.) Changes stats: +4 Cun / +6 Mag Spellpower: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's gold ring of arcana (+0.21/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Silence immunity: +34% Mana each turn: +0.21 Rings make your fingers look great! |
rogue's gold ring of misery =+8cun=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 28 Damage (Melee): 11 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 28 Damage (Ranged): 7 physical Changes stats: +8 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 6.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 178% weapon damage. If the attack hits, the target will bleed for 334% weapon damage over 7 turns, and all healing will be reduced by 74%. Rings make your fingers look great! |
rogue's stralite ring of speed =speed=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +19 (+8 eff.) Changes stats: +6 Cun Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
savage's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+7 eff.) Defense: +12 (+5 eff.) Changes stats: +5 Con Spell save: +16 (+5 eff.) Maximum stamina: +31.00 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
savior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +16 (+6 eff.) Spell save: +10 (+4 eff.) Mental save: +14 (+4 eff.) Stun/Freeze immunity: +38% Life regen: +4.00 Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +20.00 Maximum life: +100.00 Healing mod.: +18% Rings make your fingers look great! |
solipsist's stralite ring of misery =+9cun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 28 Damage (Melee): 5 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 28 Damage (Ranged): 13 physical Changes stats: +9 Cun / +6 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings make your fingers look great! |
titan's gold ring of tenacity =+4con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +28% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +29.00 Rings make your fingers look great! |
titan's stralite ring of clarity =+5con=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+4 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +24% Rings make your fingers look great! |
treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +8% nature / +9% blight Poison immunity: +15% Disease immunity: +18% Life regen: +10.00 Maximum life: +68.00 Healing mod.: +14% Rings make your fingers look great! |
voratun bloodstone ring =Stuunres=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +9 Str / +5 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+6 eff.) Changes damage: +6% all Stun/Freeze immunity: +60% Spellpower: +11 (+2 eff.) Mindpower: +17 (+5 eff.) Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +14 Defense: +15 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's stralite ring of darkness (+20%) =+5str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
warrior's stralite ring of life =+7str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Life regen: +11.00 Maximum life: +70.00 Healing mod.: +13% Rings make your fingers look great! |
warrior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Rings make your fingers look great! |
Dairolagrim the drakeskin leather belt =hmm=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +8 Wil / +13 Cun / +2 Con / +10 Lck Damage against: +34% Summoned Reduced damage from: +39% Summoned Critical mult.: +15.00% Trap disarming bonus: +28 Stealth bonus: +15 Spell save: +12 (+4 eff.) Life regen: +3.60 Mana when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +3% Infravision radius: +6 See invisible: +12 Healing mod.: +28% A belt that goes around your waist. |
MayugaveaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +4 Fatigue: -8% Changes resistances: +6% temporal / +18% light / +17% mind Maximum encumbrance: +60 Poison immunity: +23% Confusion immunity: +20% Maximum vim: +58.63 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
Shimmerwolf =decent=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning / 6 cold Changes resistances: +6% lightning / +3% cold / +3% nature Changes resistances penetration: +10% cold Changes damage: +6% lightning / +12% nature Life regen: +2.40 Healing mod.: +22% A belt that goes around your waist. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Aetherwalk (6 def, 0 armour) =blink=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 254 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour) =shoe=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour) =steam regen=Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Loryrach the Frigidbone (1 def, 0 armour) =+2con +20%cold dmg=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +19% cold Changes damage: +9% fire / +20% cold Reduces incoming crit damage: 15.00% A pointy cloth hat, very wizardly... |
Steamcatcher (12 def, 0 armour) =regen steam=Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Twofold Crown (3 def, 6 armour) Twofold Crown (3 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +33 (+17 eff.) Physical power: +33 (+11 eff.) Armour: +6 Defense: +3 (+2 eff.) Changes resistances: +25% arcane / +25% physical Talent category bonus: +0.30 Race Stun/Freeze immunity: +50% Spellpower: +33 (+6 eff.) Mindpower: +33 (+11 eff.) Infravision radius: +5 Sight radius: +5 Greatly extends the reach of your talents. The crown of Nargol was lost long ago, so at the beginning of the Age of Ascendancy, a new crown was forged to represent the Allied Kingdoms. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour) =EYE=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Con Changes damage: +7% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Lunar Shield (0 def, 20 armour, 156% power, 250 block) =great=Requires: - Shield usage training - Cunning 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 156% Range: 1.4x Uses stat: 100% Cun Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
The Black Wall (12 def, 9 armour, 164% power, 200 block) =test=Requires: - Shield usage training - Cunning 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Cun Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+5 eff.) Ranged Defense: +15 (+6 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Zomnir the Blazesweeper (0 def, 10 armour, 177% power, 197 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 Damage (Melee): +8 temporal / +20 light / +19 darkness Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +29 fire / +44 light / +4 mind When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 223 light and fire damage to each enemy blocked Changes stats: +11 Cun / +11 Mag Changes resistances: +47% light / +20% darkness / +13% fire / +6% mind / +29% cold Changes damage: +29% light / +20% darkness Talent granted: +1 Block Handheld deflection devices. |
189 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
33 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xerylewen the Rimesteel (dig speed 23 turns) =+7str +5con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +7 Str / +3 Dex / +2 Mag / +5 Con Changes resistances penetration: +10% cold Changes damage: +6% mind Reduces incoming crit damage: 15.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" =read=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
79 alchemist emerald0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
29 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
28 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
perfect focus lens =T5=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
voratun back support =T5=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal plating =T5=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun grip =T5=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator =T5=Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption =huh=2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel torque of gale force 'Chillbraid' [power 205] (15 cooldown) =colder=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Wil Changes resistances penetration: +10% cold Changes damage: +21% cold See invisible: +9 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 268 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending dragonbone totem of healing [power 404] (15 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
overpowered yew wand of clairvoyance [power 13] (20 cooldown) =reveal=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 13, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =mapper=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Hammer of Urh'Rok
The King is dead, and the Allied Kingdoms lie in ruins, thanks to your efforts.
Maj'Eyal will fall into the demons' hands. Eventually, all trace of the sher'tul will be wiped out.
You have done your duty.
You may continue playing and enjoy the rest of the world.
Achievements
Darkness Endures (Nightmare (Roguelike) difficulty)
Kryl'Feijan survived the final battle.By Ulfalen the Ogre Adventurer level 50
281st Vengeance 123rd year of Ascendancy at 00:49 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ulfalen the Ogre Adventurer level 38
169th Vengeance 123rd year of Ascendancy at 06:03 see stats
Getting the Band Back Together (Nightmare (Roguelike) difficulty)
Help all the ancient demonsBy Ulfalen the Ogre Adventurer level 48
210th Vengeance 123rd year of Ascendancy at 22:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ulfalen the Ogre Adventurer level 10
73rd Vengeance 123rd year of Ascendancy at 13:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ulfalen the Ogre Adventurer level 20
81st Vengeance 123rd year of Ascendancy at 08:22 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Ulfalen the Ogre Adventurer level 30
126th Vengeance 123rd year of Ascendancy at 19:17 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Ulfalen the Ogre Adventurer level 40
169th Vengeance 123rd year of Ascendancy at 10:45 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Ulfalen the Ogre Adventurer level 50
254th Vengeance 123rd year of Ascendancy at 03:57 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ulfalen the Ogre Adventurer level 33
161st Vengeance 123rd year of Ascendancy at 12:56 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Ulfalen the Ogre Adventurer level 17
80th Vengeance 123rd year of Ascendancy at 10:40 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ulfalen the Ogre Adventurer level 13
75th Vengeance 123rd year of Ascendancy at 19:58 see stats
The Fall of Maj'Eyal (Nightmare (Roguelike) difficulty)
Killed King Tolak and destroyed the Allied Kingdoms.By Ulfalen the Ogre Adventurer level 50
281st Vengeance 123rd year of Ascendancy at 00:49 see stats
The Hammer Falls (Nightmare (Roguelike) difficulty)
Requisition an item from the Forge GiantsBy Ulfalen the Ogre Adventurer level 32
129th Vengeance 123rd year of Ascendancy at 04:33 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ulfalen the Ogre Adventurer level 44
186th Vengeance 123rd year of Ascendancy at 13:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ulfalen the Ogre Adventurer level 27
125th Vengeance 123rd year of Ascendancy at 15:00 see stats
Wiser Than Thou (Nightmare (Roguelike) difficulty)
Defeat the Thaloren counterattackBy Ulfalen the Ogre Adventurer level 44
186th Vengeance 123rd year of Ascendancy at 15:25 see stats
Log
You gain 16.00 gold from the transmogrification of sapphire.
You extract lapis lazuli from balanced dwarven-steel greatsword of massacre (161% power, 2 apr)
You gain 12.00 gold from the transmogrification of lapis lazuli.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a Return to Orbit (Town) here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
The giant carefully hands you: Siledhera (136% power, 6 apr, darkness element)
You gain 25.00 gold from the transmogrification of Giledonik the Icebrawn (136% power, 6 apr, physical element).
Ulfalen wears (replacing magewarrior's short elven-wood magestaff of might (129% power, 5 apr, cold element) ): Siledhera (136% power, 6 apr, darkness element).
You detach perfect mana coil =T5= from your magewarrior's short elven-wood magestaff of might (129% power, 5 apr, cold element).
You attach perfect mana coil =T5= to your Siledhera (136% power, 6 apr, darkness element) .
Talent Command Staff is ready to use.
Ulfalen refocuses the energies of her staff.
Saving game...
Saving done.
The giant carefully hands you: voratun amulet 'Infernopain'
You gain 9.01 gold from the transmogrification of magewarrior's short elven-wood magestaff of might (129% power, 5 apr, cold element).
Talent Command Staff is ready to use.
Ruby Jewelsmith creates: voratun bloodstone ring
Ruby Jewelsmith creates: voratun bloodstone ring
Ulfalen wears (replacing voratun bloodstone ring =Stuunres=): voratun bloodstone ring.









































































































































