










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. 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:
Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Xorn Race 1.2.5Xorns, four armed creatures of earth.
Release 0.0.2 "BugFixes Are Go!" + Changed starting equipment + Changed starting text + Added create alchemist gems. + Altered extract gems + Changed the way gem eating talent works. + Fixed Earth Glide Working in the Overworld + Fixed Earth Glide acting as a free teleport + Fixed Quickswap bug + Added Temporary Xorn Paperdoll Released 0.0.3 "Bugfix + Easy Mode" + Fixed racial Alchemist gems costing mana + Removed any class restrictions Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. 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:
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 | Tinker Gnome |
| Class | Artificer |
| Level / Exp | 50 / 3004% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 109 (base 27) |
| Dexterity | 152 (base 60) |
| Constitution | 84 (base 12) |
| Magic | 58 (base 16) |
| Willpower | 122 (base 66) |
| Cunning | 187 (base 63) |
Resources
| Life | 2082/2082 |
| Mana | 0/954 |
| Stamina | 520/520 |
| Steam | 100/100 |
| Healing Factor | 2.5 |
| Regeneration | 285.93141525295 |
Speed
| Mental | +25% |
| Attack | +15% |
| Movement | +35.31565011813% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 25 |
| Infravision | 11 |
| See Stealth | 72 |
| See Invisible | 52 |
Offense: Mainhand
| Damage | 364 |
| Accuracy | 113 |
| Crit Chance | 153% |
| APR | 94 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 113 |
| Crit Chance | 142% |
| APR | 92 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 85% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 118 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Mind | +54% |
| Acid | +53% |
| Light | +39% |
| Temporal | +26% |
| Cold | +29% |
| Physical | +151% |
| Fire | +29% |
| All | +14% |
Offense: Damage Penetration
| Light | +32% |
| Temporal | +22% |
| Physical | +95% |
| All | +17% |
| Nature | +39% |
Defense: Base
| Armour (hardiness) | 63 (76.987013568881%) |
| Defense | 121 |
| Ranged Defense | 121 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 78 |
| Mental Save | 105 |
Defense: Resistances
| Acid | + 76%( 76%) |
| Blight | + 52%( 76%) |
| Arcane | + 35%( 76%) |
| Cold | + 73%( 76%) |
| All | + 31%( 76%) |
| Physical | + 73%( 76%) |
| Lightning | + 67%( 76%) |
| Light | + 63%( 76%) |
| Temporal | + 35%( 76%) |
| Mind | + 70%( 76%) |
| Darkness | + 50%( 76%) |
| Fire | + 76%( 76%) |
| Nature | + 49%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 56% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 62% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 263% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 283% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 439 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1267% 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cunning / Power user | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Accessory crafting | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Experimental imbuing | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 1.60 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Toolsmithing | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Imbuing | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Weaponsmithing | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Inventory management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Regalia |
| talent | Charm Combat |
| talent | Armor Clash |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target has increased resistances: 12.28% lightning, 5.4% temporal, 5.4% light, 12.28% fire, 8.35% nature, 8.35% acid, 3.93% physical, 3.93% darkness, 5.4% blight, 8.35% cold, 3.93% mind, 5.4% arcane Power Ward |
| beneficial effect | +42 raw physical power, +42 raw mindpower Power Blast |
| beneficial effect | +16 raw spell save, +82 raw mind save Power Cleanse |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the harried rogue to the recall portal on level 2 of Trollmire. Escort: harried rogue (level 2 of Trollmire) | done |
You successfully escorted the harried rogue to the recall portal on level 4 of Dreadfell. Escort: harried rogue (level 4 of Dreadfell)As a reward you improved Cunning by +8. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +8. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Wolfmire. Escort: lost anorithil (level 2 of Wolfmire)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost soldier to the recall portal on level 1 of Dreadfell. Escort: lost soldier (level 1 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Daikara. Escort: lost spellblade (level 2 of Daikara)As a reward you improved Dexterity by +8. | done |
You successfully escorted the stranded cultist to the recall portal on level 2 of Dreadfell. Escort: stranded cultist (level 2 of Dreadfell)As a reward you improved Cunning by +8. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Prox 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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 40. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Maj'Eyal 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 | multi-hued restorative undeterred nimble pair of drakeskin leather boots (15 def, 6 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When used to attack (with talents): When wielded/worn: Armour: +6 Defense: +15 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Dex / +3 Wil Changes resistances: +12% acid / +14% physical / +12% blight / +18% cold / +10% lightning / +14% fire Critical mult.: +20.00% Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Silence immunity: +36% Confusion immunity: +35% Pinning immunity: +25% Stun/Freeze immunity: +32% Knockback immunity: +25% Teleport immunity: +100% Life regen: +5.00 Psi when hit: +0.08 Mindpower: +31 (+5 eff.) Movement speed: +17% Healing mod.: +17% Crafted by: Daffodil A pair of boots made of leather. |
| Quiver | psychokinetic barbed piercing pouch of voratun shots of grasping of wind (21/21, 78-94 power, 13 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 78.0 - 93.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +23.7% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 394 nature damage and pinning them for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 284 physical damage * 20% chance to knock the target back 3 spaces and deal 394 physical damage On weapon crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots beam through all targets. Damage (Ranged): +13 physical Augment level: 3.2 Crafted by: Daffodil Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's preserving nightwalker's dwarven lantern of illusion Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When used to attack (with talents): When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +23 Defense: +12 (+1 eff.) Changes stats: +5 Con / +8 Wil Changes resistances: +31% acid / +12% blight Changes damage: +27% mind / +20% light Critical mult.: +22.00% Physical save: +22 (+5 eff.) Spell save: +24 (+5 eff.) Mental save: +24 (+4 eff.) Blindness immunity: +72% Confusion immunity: +30% Life regen: +21.00 Hate when firing a critical mind attack: +8.00 Only die when reaching: -119.00 life Mindpower: +29 (+5 eff.) Light radius: +21 See stealth: +35 See invisible: +15 It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 6 turns. The radius will increase with your Cunning. Crafted by: Daffodil Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | psion's defender's ancient elven-silk wizard hat of fortune (40 def, 7 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +5.0% Armour: +7 Defense: +40 (+5 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Str / +5 Mag / +9 Lck Changes resistances: +13% mind / +6% all Changes resistances penetration: +5% temporal / +26% physical Changes damage: +12% temporal / +13% mind / +9% physical Physical save: +18 (+4 eff.) Mental save: +11 (+2 eff.) Maximum stamina: +30.00 Maximum psi: +40.00 Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Mental crit. chance: +10% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Reduces paradox anomalies(equivalent to willpower): +11 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Crafted by: Daffodil A pointy cloth hat, very wizardly... |
| On hands | restful hardened leather gloves of war-making of the nighthunter (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +2 Changes stats: +2 Cun / +6 Con Changes resistances: +7% darkness Talent granted: +5 Flash Powder Critical mult.: +8.00% Life regen: +4.00 Stamina each turn: +0.90 Only die when reaching: -80.00 life Maximum stamina: +13.00 Spell crit. chance: +12% Mental crit. chance: +10% Infravision radius: +2 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +12.2% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +15 darkness It can be used to activate talent Track, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 6 turns. The radius will increase with your Cunning. Crafted by: Daffodil Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | brutal brutal brutal brutal voratun pickaxe (dig speed 2 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +36 Physical crit. chance: +6.0% Physical power: +46 (+6 eff.) Changes stats: +3 Str Changes resistances: +35% fire / +18% nature / +14% light Changes resistances penetration: +22% nature / +15% physical Changes damage: +36% physical Critical mult.: +107.00% Only die when reaching: -57.00 life When carried: Talent granted: +1 Dig Crafted by: Daffodil Allows you to dig a wall, remove a tree, create ways. |
| Tool | noninterfering enhanced voratun torque of mindblast of alchemy [power 500] (1/1)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +8 Str / +7 Dex / +5 Mag / +8 Wil / +8 Cun / +8 Con Changes resistances: +15% acid / +28% cold / +16% fire / +15% physical Changes damage: +17% acid / +14% physical / +5% light / +15% cold / +15% fire Talent cooldown: Refit Golem (-4 turns) Reduces incoming crit damage: 22.00% Disease immunity: +29% Stun/Freeze immunity: +29% Teleport immunity: +29% Maximum life: +116.00 It can be used to blast the opponent's mind dealing 770 mind damage and silencing them for 4 turns Activation costs 8 power out of 15/15. Augment level: 4.5 Crafted by: Daffodil Torques are made by powerful psionics to store psionic powers. |
| On fingers | noninterfering sneakthief's voratun ring of speed of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Defense: +41 (+5 eff.) Changes stats: +8 Cun / +7 Dex Changes resistances penetration: +18% physical Changes damage: +22% acid / +36% physical Physical save: +7 (+2 eff.) Life regen: +23.00 Maximum life: +78.00 Movement speed: +18% Healing mod.: +16% Activating this item is instant. It can be used to activate talent Blinding Speed (costing 19 power out of 40/40) : Effective talent level: 4.5 Power cost: 19 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 38% for 5 turns. Augment level: 3.2 Crafted by: Daffodil Rings make your fingers look great! |
| On fingers | noninterfering sneakthief's painweaver's voratun ring of lifePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +23 (+3 eff.) Changes stats: +7 Cun / +8 Dex Changes damage: +7% all Life regen: +16.00 Maximum life: +118.00 Spellpower: +10 (+2 eff.) Mindpower: +12 (+2 eff.) Healing mod.: +13% It can be used to activate talent Swift Shot (costing 5 power out of 10/10) : Effective talent level: 11.2 Power cost: 5 out of 10/10. Range: 10 Travel Speed: instantaneous Description: Fire off a quick sling bullet for 220% damage at double your normal attack speed, as well as increasing your attack speed by 34% for 5 turns. Each time you move, the cooldown of this talent is reduced by 1. Augment level: 3.2 Crafted by: Daffodil Rings make your fingers look great! |
| Around neck | starlit protective serendipitous clarifying voratun amulet of death sightInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +10 Defense: +29 (+4 eff.) Changes stats: +16 Lck Changes resistances: +40% mind / +27% light / +16% darkness Changes resistances cap: +6% all Physical save: +15 (+3 eff.) Blindness immunity: +34% Confusion immunity: +26% See stealth: +12 See invisible: +12 Reduce all damage from unseen attackers: 20% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Crafted by: Daffodil Amulets make your neck look great! |
| In main hand | swiftstrike enhanced drakeskin leather sling of piercing of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Weapon Aptitude Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 106 damage and reducing their armor Travel speed: +200% Damage (radius 1) on hit: +20 acid When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +9 Physical crit. chance: +14.0% Physical power: +20 (+2 eff.) Changes stats: +10 Str / +9 Dex / +5 Mag / +7 Wil / +13 Cun / +8 Con Changes resistances penetration: +15% light / +7% all Changes damage: +18% physical Light radius: +3 Combat speed: +10% Crafted by: Daffodil Slings are used to hurl stones or metal shots at your foes. |
| Around waist | troll-hide balancing ravager's mycelial drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Defense: +10 (+1 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances penetration: +19% physical Changes damage: +18% physical Life regen: +3.00 Maximum life: +51.00 Mental crit. chance: +12% Healing mod.: +13% Slows Projectiles: +25% Whenever you receive a direct, non-regeneration heal you also regenerate life equal to 69% of the heal amount over 5 turns. Whenever you receive a regeneration effect, you are also immediately healed for 44% of the total life regeneration of the effect. These effects do not trigger each other, nor do they trigger other effects that would be triggered by healing or regeneration Activating this item is instant. It can be used to activate talent Pride of the Orcs, placing all other charms into a 24 cooldown : Effective talent level: 6.5 Power cost: 24 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Call upon the will of all of the Orc Prides to survive this battle. You remove up to 4 detrimental effect(s) then heal for 398 life. The healing will increase with talent level and your Willpower. Augment level: 8.4 Crafted by: Daffodil A belt that goes around your waist. |
| In off hand | enhanced enhanced voratun dagger of shearing of ruin (48-62 power, 11 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +12.4% Attack speed: 100% On weapon hit: * flashes light on your target dealing 128 damage When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +17 Physical crit. chance: +9.0% Defense: +25 (+3 eff.) Changes stats: +16 Str / +11 Dex / +16 Mag / +12 Wil / +15 Cun / +9 Con Changes resistances: +6% cold / +2% physical Changes resistances penetration: +10% all Changes damage: +6% physical Critical mult.: +40.00% Silence immunity: +20% Only die when reaching: -80.00 life Crafted by: Daffodil Sharp, short and deadly. |
| Cloak | troll-hide troll-hide battlemaster's hex-warding elven-silk cloak (34 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +34 (+4 eff.) Ammo reloads per turn: +4 Changes stats: +5 Str / +3 Dex / +4 Con / +10 Lck Changes resistances: +30% lightning Talent mastery: +0.30 Technique / Combat training Spell save: +13 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +18.00 Stamina each turn: +4.40 Maximum life: +92.00 Healing mod.: +24% Gives 100% immunity to curses and hexes Augment level: 8.4 Crafted by: Daffodil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's troll-hide untouchable drakeskin leather armour of protection from ranged of alacrity (29 def, 15 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +29 (+4 eff.) Fatigue: +6% Changes stats: +4 Cun / +6 Dex Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +18.20 Maximum life: +30.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +14% Reduces damage from enemies more than 3 tiles away by 33% Augment level: 8.4 Crafted by: Daffodil A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 144% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 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 144% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the duelist (res 51%; magical, physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 57%; mental, physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental and physical effect and reduce all damage taken by 57% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 5 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. |
1251 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. |
5 component of illumination (staff)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Defense: +5 - +15 Light radius: +2 - +5 Use talent when activated: Illuminate level 1 - 2 Puts all charms on cooldown for 6 turns Affinity: staff Components can be used to enhance items being crafted! |
4 component of lightning storm (wand)0.00 Encumbrance. Modifies crafted object: When activated: Create a storm. Each turn, creatures within take lightning damage and will be dazed for 1 turn Puts all charms on cooldown for 15 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
6 component of luminosity (ring)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Damage (melee): 10 - 40 light Damage (ranged): 10 - 40 light Changes stats: * +1 - +10 Mag Changes damage: * +10% - +20% light Affinity: ring Components can be used to enhance items being crafted! |
6 overpowered component (charm)0.00 Encumbrance. Modifies crafted object: Charm power: 160% - 190% Charm cooldown: 120% - 150% Affinity: charm This component can never be added to items which do not match its affinity. Unique Ego Components can be used to enhance items being crafted! |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
5 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. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 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. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 24 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
81 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 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. |
16 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. |
Rod of Recall (4/4)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 95 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 68] amazing fiery salve [power 68]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (68% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 12 turns. Medical salve. |
amazing frost salve [power 68] amazing frost salve [power 68]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (68% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 12 turns. Medical salve. |
amazing healing salve [power 985] amazing healing salve [power 985]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 56% cooldown modifier. It can be used to heal 985 Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing pain suppressor salve [power 862] amazing pain suppressor salve [power 862]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -862 life and reduces all damage by 31% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 5 turns. Medical salve. |
amazing water salve [power 68] amazing water salve [power 68]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 263% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (68% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 12 turns. Medical salve. |
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. |
dwarven steel fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered 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 power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made corrosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 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. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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. |
7 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. |
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 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 Daffodil the Tinker Gnome Artificer level 41
70th Regrowth 123rd year of Ascendancy at 01:34 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Daffodil the Tinker Gnome Artificer level 41
67th Regrowth 123rd year of Ascendancy at 16:36 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 Daffodil the Tinker Gnome Artificer level 45
29th Pyre 123rd year of Ascendancy at 21:03 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Daffodil the Tinker Gnome Artificer level 50
7th Dusk 123rd year of Ascendancy at 03:18 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Daffodil the Tinker Gnome Artificer level 50
31st Dusk 123rd year of Ascendancy at 15:19 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Daffodil the Tinker Gnome Artificer level 44
25th Pyre 123rd year of Ascendancy at 06:28 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Daffodil the Tinker Gnome Artificer level 29
76th Haze 122nd year of Ascendancy at 10:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Daffodil the Tinker Gnome Artificer level 43
22nd Pyre 123rd year of Ascendancy at 09:20 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Daffodil the Tinker Gnome Artificer level 33
39th Regrowth 123rd year of Ascendancy at 00:10 see stats
Entropy's End (Insane (Adventure) difficulty)
Destroyed the Hypostasis of Entropy.By Daffodil the Tinker Gnome Artificer level 50
7th Haze 123rd year of Ascendancy at 01:31 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Daffodil the Tinker Gnome Artificer level 50
57th Dusk 123rd year of Ascendancy at 07:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Daffodil the Tinker Gnome Artificer level 25
44th Haze 122nd year of Ascendancy at 01:51 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Daffodil the Tinker Gnome Artificer level 28
67th Haze 122nd year of Ascendancy at 09:40 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Daffodil the Tinker Gnome Artificer level 50
52nd Dusk 123rd year of Ascendancy at 22:37 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Daffodil the Tinker Gnome Artificer level 34
39th Regrowth 123rd year of Ascendancy at 21:37 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Daffodil the Tinker Gnome Artificer level 42
4th Pyre 123rd year of Ascendancy at 13:25 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 Daffodil the Tinker Gnome Artificer level 26
44th Haze 122nd year of Ascendancy at 12:59 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 Daffodil the Tinker Gnome Artificer level 46
29th Pyre 123rd year of Ascendancy at 22:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Daffodil the Tinker Gnome Artificer level 10
78th Pyre 122nd year of Ascendancy at 23:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Daffodil the Tinker Gnome Artificer level 20
44th Dusk 122nd year of Ascendancy at 12:58 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Daffodil the Tinker Gnome Artificer level 30
77th Haze 122nd year of Ascendancy at 16:51 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Daffodil the Tinker Gnome Artificer level 40
67th Regrowth 123rd year of Ascendancy at 00:38 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Daffodil the Tinker Gnome Artificer level 50
48th Pyre 123rd year of Ascendancy at 14:05 see stats
May the 4th be with you!
.By Daffodil the Tinker Gnome Artificer level 50
23rd Dusk 123rd year of Ascendancy at 14:42 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Daffodil the Tinker Gnome Artificer level 50
52nd Dusk 123rd year of Ascendancy at 09:26 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Daffodil the Tinker Gnome Artificer level 49
32nd Pyre 123rd year of Ascendancy at 03:46 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Daffodil the Tinker Gnome Artificer level 50
53rd Pyre 123rd year of Ascendancy at 18:08 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Daffodil the Tinker Gnome Artificer level 22
71st Dusk 122nd year of Ascendancy at 21:35 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Daffodil the Tinker Gnome Artificer level 36
62nd Regrowth 123rd year of Ascendancy at 06:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Daffodil the Tinker Gnome Artificer level 31
31st Regrowth 123rd year of Ascendancy at 09:32 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Daffodil the Tinker Gnome Artificer level 44
22nd Pyre 123rd year of Ascendancy at 10:08 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Daffodil the Tinker Gnome Artificer level 50
57th Dusk 123rd year of Ascendancy at 07:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Daffodil the Tinker Gnome Artificer level 10
79th Pyre 122nd year of Ascendancy at 10:20 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Daffodil the Tinker Gnome Artificer level 50
57th Dusk 123rd year of Ascendancy at 07:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Daffodil the Tinker Gnome Artificer level 37
65th Regrowth 123rd year of Ascendancy at 13:11 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Daffodil the Tinker Gnome Artificer level 12
6th Flare 122nd year of Ascendancy at 00:35 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Daffodil the Tinker Gnome Artificer level 50
55th Pyre 123rd year of Ascendancy at 19:13 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Daffodil the Tinker Gnome Artificer level 49
32nd Pyre 123rd year of Ascendancy at 10:46 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Daffodil the Tinker Gnome Artificer level 26
44th Haze 122nd year of Ascendancy at 11:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Daffodil the Tinker Gnome Artificer level 40
67th Regrowth 123rd year of Ascendancy at 12:04 see stats
Log
There is an item here: Lisetira the voratun steamgun
There is an item here: Signal
There is an item here: S.H. Spear
There is an item here: Xereba the Woetrail
There is an item here: Tinkerer's Twinblaster
Ran for 2 turns (stop reason: object seen).
There is an item here: Chromatic Harness (10 def, 14 armour)
There is an item here: Iron Mail of Bloodletting (2 def, 4 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Masochism (0 def, 0 armour)
There is an item here: Eel-skin armour (16 def, 0 armour)
There is an item here: Death's Embrace (18 def, 18 armour)
There is an item here: Spinal Cage (5 def, 8 armour)
There is an item here: Molten Skin (15 def, 12 armour)
There is an item here: Rogue Plight (6 def, 7 armour)
There is an item here: Nature's Blessing (8 def, 6 armour)
There is an item here: Medical Urgency Vest (6 def, 7 armour)
There is an item here: Breath of Eyal (10 def, 10 armour)
There is an item here: Behemoth Hide (4 def, 6 armour)
Ran for 2 turns (stop reason: object seen).
You don't see how to get there...
You transfer Zemekkys' Broken Hourglass to the online item's vault.
Saving done.
Saving game...
Saving done.



















































































