













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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons 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 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 2389% |
| Size | medium |
| Lifes / Deaths | Killed by Betomivea the skeleton magus at level 11 on the 5th Mirth 122nd year of Ascendancy at 00:39 0 / 7Killed by Rndri the human at level 17 on the 4th Dusk 122nd year of Ascendancy at 12:46 Killed by Cyrabrelaith the cave bear at level 24 on the 55th Dusk 122nd year of Ascendancy at 18:04 Killed by Cyrita the umber hulk at level 36 on the 66th Regrowth 123rd year of Ascendancy at 06:21 Killed by Xeda the losselhing at level 37 on the 69th Regrowth 123rd year of Ascendancy at 19:35 Killed by Eilinalle the nightmare horror at level 38 on the 71st Regrowth 123rd year of Ascendancy at 23:20 Killed by Greater Mummy Lord at level 49 on the 7th Dusk 123rd year of Ascendancy at 11:33 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 45 (base 10) |
| Constitution | 55 (base 32) |
| Magic | 147 (base 60) |
| Willpower | 117 (base 60) |
| Cunning | 101 (base 60) |
Resources
| Life | 770/770 |
| Mana | 982/982 |
| Paradox | 300 |
| Steam | 90/90 |
| Healing Factor | 1.3049358927269 |
| Regeneration | 2.9361057586355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | +15% |
| Global | +141.07221286943% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 2 |
| See Stealth | 31.779285532584 |
| See Invisible | 93.860789909463 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 31 |
| Crit Chance | 35% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 122 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +131% |
| Mind | +21% |
| All | +12% |
| Lightning | +16% |
| Light | +21% |
| Temporal | +33% |
| Physical | +16% |
| Cold | +16% |
| Fire | +43% |
| Darkness | +27% |
Offense: Damage Penetration
| Fire | +48% |
| Mind | +15% |
| Arcane | +77% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (50.65183292883%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 55 |
| Mental Save | 51 |
Defense: Resistances
| Arcane | + 70%( 70%) |
| Cold | + 34%( 70%) |
| All | + 34%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 45%( 70%) |
| Darkness | + 47%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 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 1717 damage for 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 20 up to 8 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 5 turns and blocking 288 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Occult technomancy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.60 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Disruption Shield |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Chant of Fortress |
| talent | Metaphasic Spin |
| talent | Pure Aether |
| talent | Spellcraft |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Shielding |
| talent | Aether Permeation |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the injured seer from death by carrion worm mass. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the injured seer from death by Aerymina the orc master assassin. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Beebo. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Aerossra the midge swarm. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of bone giant dust. * You've found the needed vial of elder vampire blood. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn 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. | completed |
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 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 within1 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 Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Glorulaith' (17 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +9 Dex +8 Mag +9 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% Dmg.mod +3% arcane Phasing +20% ----- def ----- Armour +5 Defense +17 (+6 eff.) Fatigue +4% ---------- misc Mana/turn +0.43 Mana/s.crit +2.00 Max.mana +118.00 Max.vim +20.00 Spell.cld 10% Talents +5 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+1 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: Stats +10 Cun ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane Mind.save +15 (+5 eff.) ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
| Tool | Areratha the voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Dex +9 Mag +1 Wil dps ---------- Spell.crit +11% Mind.crit +2% Dmg.mod +6% mind ----- def ----- Max.HP +35.00 ---------- misc Max.mana +87.00 Max.stam +23.00 Max.psi +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Zathad'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +12 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +5% arcane Spell.save +3 (+1 eff.) Die.at -60.00 life HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 883.85 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Fatigue -20% Confus- +30% Stun/Frz- +30% ---------- misc Max.enc +50 Mana/s.crit +3.00 Surround yourself with a magical shield (strength 960, based on Magic) for 12 turns. Uses 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 main hand | dragonbone magestaff 'Relgidodas' (136% power, 6 apr, arcane element) 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil +1 Cun dps ---------- Spell.crit +35% Crit.mult +26.00% Spell.pwr +15 (+2 eff.) Dmg.mod +36% arcane ----- def ----- Crit.chn- 10.00% ---------- misc Mana/turn +5.11 Max.mana +96.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Brightsaw' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane While equipped: Stats +10 Mag +4 Wil +5 Cun dps ---------- Melee+ 7 acid 6 fire 6 cold 7 lightning Dmg.mod +7% arcane +9% light ----- def ----- Armour +3 Resists +6% temporal +11% light +8% darkness ---------- misc Light +3 Infravis +2 Unarmed combat: Power 135% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +16 ice +29 lightning +17 fire +11 arcane +24 acid On Crit.r2 +11 arcane +39 light +41 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 152.95 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Ragisadan the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +13 Mag +14 Wil dps ---------- Spell.crit +20% Spell.pwr +58 (+8 eff.) Dmg.mod +30% arcane +21% temporal Res.pen +15% mind +15% arcane ----- def ----- Resists +15% all ---------- misc Mana/turn +0.79 Psi/turn +0.38 Max.mana +193.00 Max.hate +4.00 Talents +3 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +30% lightning +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% Stun/Frz- +50% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 481.82 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
medical injector implant of the duelist (efficiency 210% / cooldown 85%)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 210% efficiency and cooldown mod of 85%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 56; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 7; phase 27; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 8 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 81; blocks 5; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 81 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (222). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). 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. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Str +17 Con dps ---------- Phys.pwr +15 (+8 eff.) Mind.pwr +30 (+8 eff.) Dmg.mod +20% cold Res.pen +5% blight +15% fire +20% mind Melee Ret 4 fire ----- def ----- Resists +3% blight +40% cold Phys.save +16 (+5 eff.) ---------- misc Max.hate +6.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Adelradheba (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Nature Power 149% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +18 Con +15 Wil dps ---------- Melee Ret 14 acid ----- def ----- Armour +16 Defense +25 (+9 eff.) Resists +5% physical Die.at -108.81 life Max.HP +110.00 HP.reg +5.44 Silence- +27% ---------- misc See.Invis +9 Sharp, short and deadly. |
Dethblyd (182% power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
caustic voratun greatsword of crippling (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +56 acid +63 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Res.pen +31% acid +35% nature Apr +21 Massive two-handed swords. |
slime-covered voratun longsword of torment (152% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Disrupt/Psionic Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 63% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
truestriking voratun longsword of amnesia (151% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master/Psionic Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +15% physical Acc +25 (+11 eff.) Apr +15 Sharp, long, and deadly. |
dreamer's living mindstar of clarity (112% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +24% mind Mind.save +19 (+6 eff.) ---------- misc Psi/turn +1.50 Max.psi +94.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% 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 (+6 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
voratun steamgun of true flight4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Acc +12 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Duathelcrack (65% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Rare] Arcane/Steamtech Power 152% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 On Crit.r2 +23 temporal On Hit: * 23% chance to gain 10% of a turn (3/turn limit) Uses 1.0 Steam When used to Attack: On Hit: * 23% chance to reduce damage dealt by 29% While equipped: Stats +11 Mag +10 Wil dps ---------- Spell.pwr +12 (+1 eff.) Dmg.mod +21% arcane Melee Ret 8 light On Hit (Melee): * 23% chance to reduce damage dealt by 29% ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +15% temporal Def/telep +17 Res/telep +17% Dur/telep +17% ---------- 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! |
Ramroller (150% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+5 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Razorlock (129% power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Str 40 [Unique] Steamtech Power 129% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
truestriking voratun steamsaw (151% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Power 152% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Uses 1.0 Steam While equipped: dps ---------- Res.pen +14% physical Acc +23 (+10 eff.) Apr +15 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- 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! |
voratun steamsaw 'Tundrakill' (148% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Master/Steamtech Power 149% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +93 On Hit.r1 +12 cold On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +5 Dex +4 Con dps ---------- Phys.crit +11.0% Phys.pwr +22 (+11 eff.) Phys.spd +10% Res.pen +11% physical Acc +18 (+8 eff.) ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +6% blight +3% nature +6% light Disarm- +23% ---------- 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! |
caustic voratun waraxe of evisceration (151% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 acid +45 nature On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +12 (+6 eff.) Res.pen +25% acid +25% nature Apr +15 One-handed war axes. |
Bokagund the Freezewell1.0 T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +5 Con dps ---------- Mind.pwr +19 (+5 eff.) Dmg.mod +6% arcane +18% cold Res.pen +5% cold Melee Ret 4 blight ----- def ----- Resists +10% acid +9% fire +9% blight +10% cold +5% arcane +10% lightning Phys.save +15 (+5 eff.) Mind.save +14 (+4 eff.) A belt that goes around your waist. |
Hettedur the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +8 Mag ----- def ----- Defense +15 (+5 eff.) Fatigue -9% Resists +13% lightning +11% temporal +12% darkness Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +35 Mana/turn +0.51 Max.mana +46.00 Light +1 A belt that goes around your waist. |
elven-silk cloak 'Adywen' (11 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +10 Mag +5 Wil dps ---------- Spell.crit +5% Crit.mult +26.00% Phys.pwr +15 (+8 eff.) Spell.pwr +6 (+0 eff.) Dmg.mod +13% arcane Res.pen +9% arcane Acc +5 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Phys.save +12 (+4 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +157.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of protection (3 def, 11 armour)2.0 T5 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +30% cold Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+4 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+5 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
stargazer's elven-silk robe of light (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +10% Spell.pwr +9 (+1 eff.) Dmg.mod +56% light +30% darkness ----- def ----- Resists +45% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of alchemy (8 def, 7 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +25% acid +25% physical +15% light +25% cold +22% fire ----- def ----- Armour +7 Defense +8 (+3 eff.) Resists +19% acid +20% physical +15% light +13% darkness +19% cold +19% fire +15% all Max.HP +67.00 ---------- misc Light +4 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
dreamer's pair of voratun boots of void walking (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Res.pen +20% darkness +20% temporal ----- def ----- Armour +5 Fatigue +4% Resists +29% darkness +28% temporal Phys.save +15 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+5 eff.) Def/telep +29 Res/telep +20% Dur/telep +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd 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. A pair of boots made of leather. |
restorative pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +4 Mag +2 Wil ----- def ----- Armour +5 Fatigue +4% HP.reg +11.00 Heal.mod +20% Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Blazeripper' (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +19 (+10 eff.) Spell.pwr +31 (+4 eff.) ----- def ----- Armour +3 Resists +27% fire ---------- misc Mana/s.crit +2.07 Max.mana +103.44 Infravis +3 Unarmed combat: Power 144% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindlebait (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +8 Mag ----- def ----- Defense +3 (+1 eff.) Resists +13% lightning +10% fire +13% temporal +23% cold Spell.save +30 (+9 eff.) ---------- misc Light +2 A pointy cloth hat, very wizardly... |
defender's voratun helm of absorption (8 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Defense +8 (+3 eff.) Fatigue +5% Resists +7% all Phys.save +15 (+5 eff.) ---------- misc Stam/ret +3.00 Equi/ret +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather hat 'Splendourraider' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +6 Wil dps ---------- Dmg.mod +12% lightning +12% arcane ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +14% blight +15% fire +12% cold +11% lightning Mind.save +14 (+4 eff.) ---------- misc Light +3 A hat made of leather. Very stylish. |
miner's voratun helm of precognition (11 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Cun dps ---------- Acc +12 (+6 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +11 (+4 eff.) Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +15 (+5 eff.) A hat made of leather. Very stylish. |
voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun plate armour of implacability (0 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: ----- def ----- Armour +26 Fatigue +12% Phys.save +15 (+5 eff.) A suit of armour made of metal plates. |
quiver of dragonbone arrows 'Wretchking' (21/21, 167% power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Rare] Master Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +18 Crit +3.0% Capacity 21 Ranged+ +27 mind +27 nature On Hit.r1 +27 nature On Crit.r2 +27 nature +27 mind On Hit: * 27% chance to slow global speed by 63% * 27% chance to reduce all saves and defense by 35 Arrows are used with bows to pierce your foes to death. |
1645 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown 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? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Gleamknave the dwarven lantern1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +30% arcane +34% light ----- def ----- Defense +20 (+7 eff.) Resists +12% blight +6% physical +18% light +12% acid Mind.save +14 (+4 eff.) Max.HP +120.00 Heal.mod +20% Disease- +27% ---------- misc Light +5 See.Stealth +24 See.Invis +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Strikebrace the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +10% darkness Res.pen +15% lightning +5% light Apr +2 ----- def ----- Armour +4 Defense +25 (+9 eff.) Resists +15% light +6% lightning Affinity +5% darkness Phys.save +36 (+12 eff.) Spell.save +40 (+11 eff.) Mind.save +37 (+11 eff.) ---------- misc Light +7 Infravis +5 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 393.22 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
58 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Beebo the Cornac Archmage level 39
78th Regrowth 123rd year of Ascendancy at 13:08 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Beebo the Cornac Archmage level 50
4th Allure 124th year of Ascendancy at 22:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Beebo the Cornac Archmage level 39
73rd Regrowth 123rd year of Ascendancy at 06:31 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Beebo the Cornac Archmage level 44
13rd Pyre 123rd year of Ascendancy at 01:56 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Beebo the Cornac Archmage level 50
1st Wintertide 124th year of Ascendancy at 01:46 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Beebo the Cornac Archmage level 42
7th Pyre 123rd year of Ascendancy at 19:34 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Beebo the Cornac Archmage level 42
3rd Pyre 123rd year of Ascendancy at 23:18 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Beebo the Cornac Archmage level 20
33rd Dusk 122nd year of Ascendancy at 14:05 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Beebo the Cornac Archmage level 41
3rd Pyre 123rd year of Ascendancy at 06:59 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Beebo the Cornac Archmage level 33
62nd Haze 122nd year of Ascendancy at 17:48 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Beebo the Cornac Archmage level 50
42nd Regrowth 124th year of Ascendancy at 05:21 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Beebo the Cornac Archmage level 25
56th Dusk 122nd year of Ascendancy at 20:25 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Beebo the Cornac Archmage level 32
42nd Haze 122nd year of Ascendancy at 18:55 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Beebo the Cornac Archmage level 40
1st Pyre 123rd year of Ascendancy at 02:31 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Beebo the Cornac Archmage level 50
41st Regrowth 124th year of Ascendancy at 00:21 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Beebo the Cornac Archmage level 33
29th Regrowth 123rd year of Ascendancy at 19:19 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Beebo the Cornac Archmage level 45
13rd Pyre 123rd year of Ascendancy at 06:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Beebo the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Beebo the Cornac Archmage level 20
15th Dusk 122nd year of Ascendancy at 01:03 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Beebo the Cornac Archmage level 30
69th Dusk 122nd year of Ascendancy at 23:00 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Beebo the Cornac Archmage level 40
1st Time of Balance 123rd year of Ascendancy at 06:33 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Beebo the Cornac Archmage level 50
8th Dusk 123rd year of Ascendancy at 03:59 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Beebo the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:51 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Beebo the Cornac Archmage level 50
27th Regrowth 124th year of Ascendancy at 15:22 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Beebo the Cornac Archmage level 31
30th Haze 122nd year of Ascendancy at 23:04 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Beebo the Cornac Archmage level 50
30th Regrowth 124th year of Ascendancy at 20:06 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Beebo the Cornac Archmage level 30
72nd Dusk 122nd year of Ascendancy at 21:12 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Beebo the Cornac Archmage level 19
13rd Dusk 122nd year of Ascendancy at 13:34 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Beebo the Cornac Archmage level 42
4th Pyre 123rd year of Ascendancy at 03:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Beebo the Cornac Archmage level 50
42nd Regrowth 124th year of Ascendancy at 05:20 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Beebo the Cornac Archmage level 30
73rd Dusk 122nd year of Ascendancy at 00:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Beebo the Cornac Archmage level 6
76th Pyre 122nd year of Ascendancy at 16:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Beebo the Cornac Archmage level 50
13rd Regrowth 124th year of Ascendancy at 17:54 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Beebo the Cornac Archmage level 50
42nd Regrowth 124th year of Ascendancy at 05:21 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Beebo the Cornac Archmage level 50
71st Haze 123rd year of Ascendancy at 07:13 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Beebo the Cornac Archmage level 46
41st Pyre 123rd year of Ascendancy at 02:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Beebo the Cornac Archmage level 22
46th Dusk 122nd year of Ascendancy at 05:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Beebo the Cornac Archmage level 15
7th Flare 122nd year of Ascendancy at 05:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Beebo the Cornac Archmage level 38
71st Regrowth 123rd year of Ascendancy at 18:53 see stats
Log
High Sun Paladin Aeryn uses Infusion: Heroism.
High Sun Paladin Aeryn receives 89 healing from High Sun Paladin Aeryn's healing light area effect.
Talent Metaflow is ready to use.
Talent Relentless Pursuit is ready to use.
Lore found: Elandar's journal (2)
Beebo picks up (Y.): thick elven-silk cloak of protection (3 def, 11 armour).
Beebo picks up (N.): slime-covered voratun longsword of torment (152% power, 6 apr).
Beebo picks up (U.): truestriking voratun steamsaw (151% power, 0 apr).
Beebo picks up (b.): blink rune (range 7; phase 27; cd 12).
Beebo picks up (a.): medical injector implant of the duelist (efficiency 210% / cooldown 85%).
Beebo picks up (7.): dreamer's pair of voratun boots of void walking (0 def, 5 armour).
Beebo picks up ( .): voratun helm of might (0 def, 5 armour).
Beebo picks up (6.): sunsealed elven-silk robe of alchemy (8 def, 7 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 5 turns (stop reason: learnt lore).
Beebo picks up (S.): Awakened Staff of Absorption (172% power, 60 apr, fire element).
Resting starts...
Rested for 141 turns.
Beebo picks up (n.): schematic: Fungal Web.
Resting starts...
Rested for 43 turns (stop reason: all resources and life at maximum).
Beebo picks up ( .): thaloren drakeskin leather hat (0 def, 5 armour).
Beebo picks up (z.): schematic: Saw Shell.
Ran for 13 turns (stop reason: interesting terrain).











































































































































