

















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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Annihilator |
Level / Exp | 50 / 338% |
Size | big |
Lifes / Deaths | Killed by Arolralaith the blue crystal at level 19 on the 76th Haze 122nd year of Ascendancy at 17:06 5 / 2Killed by Xanyrelaith the slimy ooze at level 34 on the 10th Pyre 123rd year of Ascendancy at 14:29 |
Antimagic | Follower |
Primary Stats
Strength | 76 (base 16) |
Dexterity | 129 (base 62) |
Constitution | 131 (base 64) |
Magic | 45 (base 7) |
Willpower | 94 (base 29) |
Cunning | 135 (base 66) |
Resources
Life | 2217/2217 |
Steam | 115/115 |
Equilibrium | 30 |
Psi | 174/174 |
Healing Factor | 2.3947956665396 |
Regeneration | 202.79920676594 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +79.64892493468% |
Spell | 0% |
Global | +120% |
Vision
Sight | 15 |
Lite | 16 |
Infravision | 17.54964786986 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 144 |
Accuracy | 94 |
Crit Chance | 118% |
APR | 60 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 71 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 105 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +42% |
Lightning | +20% |
Physical | +73% |
Fire | +27% |
All | +8% |
Offense: Damage Penetration
Physical | +52% |
Lightning | +14% |
Acid | +14% |
All | +4% |
Defense: Base
Armour (hardiness) | 138.91124283488 (100%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 28 |
Physical Save | 79 |
Spell Save | 51 |
Mental Save | 78 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 49%( 70%) |
All | + 21%( 70%) |
Physical | + 48%( 70%) |
Lightning | + 70%( 70%) |
Light | + 35%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 70%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 52% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 82% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 52%. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Demolition | 1.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Skate |
talent | Exoskeleton |
talent | Incendiary Grenade |
talent | Rocket Pod |
talent | Antimagic Shield |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (764/764). Capacitor Discharge |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 41% and triggers a radius 8 conal explosion dealing 45% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | 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. | active |
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 Shardskin. * 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 unlocked the hall of reflections. * 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: 2. | 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. You have been shown a secret entrance to his stronghold. * 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +6 Fatigue: -4% Changes stats: +12 Str / +14 Wil / +15 Con Changes resistances: +6% blight / +3% cold Changes resistances penetration: +7% physical Changes damage: +9% physical Reduces incoming crit damage: 5.00% Physical save: +17 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum life: +45.00 Mindpower: +9 (+1 eff.) Light radius: +2 Movement speed: +10% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 191% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +38.0% Capacity: 53 On weapon hit: * 10% chance to slow global speed by 81% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Travel speed: +237% Damage (radius 1) on hit: +4 physical Damage (radius 2) on crit: +20 physical When wielded/worn: Ammo reloads per turn: +5 Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +29 Defense: +39 (+8 eff.) Damage when hit (Melee): 4 cold Changes stats: +12 Con Changes resistances: +15% blight Changes resistances penetration: +24% all Changes damage: +25% darkness Physical save: +7 (+2 eff.) Life regen: +11.00 Only die when reaching: -40.00 life Maximum life: +61.00 Light radius: +4 Infravision radius: +10 See invisible: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +15 Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +2 Str / +3 Mag / +5 Wil / +6 Cun Changes resistances: +9% lightning / +6% temporal / +9% blight / +6% fire / +15% cold / +7% all Allows you to breathe in: water Reduces incoming crit damage: 17.75% Physical save: +38 (+8 eff.) Mindpower: +6 (+1 eff.) Light radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +5 Physical crit. chance: +20.0% Armour: +4 Fatigue: +5% Effects on melee hit: * 16% chance to reduce all saves and defense by 51 Damage (Melee): 39 mind / 29 darkness Changes stats: +2 Str / +7 Dex / +4 Mag / +15 Cun Changes resistances: +6% darkness Talent granted: +5 Iron Grip Critical mult.: +15.00% Mental save: -5 (-1 eff.) Disarm immunity: +100% Life regen: +11.00 Stamina each turn: +1.50 Psi when hit: +0.16 Maximum stamina: +33.00 Spell crit. chance: +20% Mindpower: +25 (+4 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +24 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +6 Defense: +30 (+6 eff.) Changes stats: +4 Str / +14 Dex Changes resistances: +9% physical Changes resistances penetration: +21% physical Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Confusion immunity: +24% Movement speed: +20% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +20 (+4 eff.) Defense: +14 (+3 eff.) Effects on melee hit: * 24 arcane resource burn * 20% chance to reduce damage dealt by 41% Changes stats: +4 Mag / +12 Wil Changes resistances: +6% cold / +3% light / +6% arcane Changes damage: +9% darkness / +8% all Mental save: +38 (+8 eff.) Confusion immunity: +50% Spellpower: +20 (+5 eff.) Mindpower: +20 (+3 eff.) Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 42% Changes stats: +9 Cun / +7 Wil Changes resistances: +6% acid / +38% fire / +9% darkness / +12% mind Changes damage: +19% fire / +9% physical Reduces incoming crit damage: 10.00% Disarm immunity: +53% Pinning immunity: +37% Knockback immunity: +29% Life regen: +20.00 Maximum life: +144.00 Mindpower: +14 (+2 eff.) Healing mod.: +20% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +25% lightning / +2% physical / +6% darkness / +3% temporal Talent masteries: +0.40 Steamtech / Demolition +0.40 Steamtech / Magnetism +0.40 Steamtech / Chemical warfare Reduces incoming crit damage: 10.00% Mental save: +39 (+8 eff.) Confusion immunity: +25% Stun/Freeze immunity: +50% Mindpower: +7 (+1 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * chills your foe dealing 52 damage and slowing them by one tenth of a turn Travel speed: +837% Attacks use: 2.0 Steam When wielded/worn: Armour: +7 Ammo reloads per turn: +2 Changes stats: +15 Str / +14 Dex / +14 Mag / +15 Wil / +24 Cun / +20 Con Changes resistances: +15% fire Changes damage: +22% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Pinning immunity: +20% Life regen: +4.00 Stamina each turn: +3.00 Steampower: +30 (+5 eff.) It can be used to regenerate 260 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +26 (+5 eff.) Changes stats: +2 Str / +5 Dex / +5 Con Changes resistances: +9% light / +6% blight Changes resistances penetration: +20% physical Changes damage: +25% physical Reduces incoming crit damage: 5.00% Stealth bonus: +11 Life regen: +3.60 Maximum life: +62.00 Healing mod.: +30% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 191% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +262 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +17.0% Physical power: +12 (+3 eff.) Armour: +24 Fatigue: +8% Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes stats: +8 Str / +12 Dex / +5 Wil Changes resistances: +19% nature / +20% blight Changes resistances penetration: +10% lightning / +10% acid Changes damage: +12% lightning Talent granted: +1 Block Reduces incoming crit damage: 17.75% Infravision radius: +4 Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +4 (+1 eff.) Fatigue: -8% Changes stats: +14 Str / +5 Dex / +6 Mag / +2 Cun / +10 Con Changes resistances: +3% acid / +6% light / +19% blight / +25% nature / +30% lightning Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 10.00% Physical save: +14 (+3 eff.) Spell save: +19 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +11.00 Stamina each turn: +1.40 Maximum life: +212.00 Maximum stamina: +35.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +49 Defense: +16 (+3 eff.) Fatigue: +22% Changes stats: +3 Dex / +7 Cun / +5 Con Changes resistances: +13% acid / +23% physical / +8% fire / +11% cold / +6% nature / +10% lightning Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Physical save: +24 (+5 eff.) Mental save: +28 (+6 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Disarm immunity: +35% Stun/Freeze immunity: +34% Knockback immunity: +40% Life regen: +10.00 Equilibrium when hit: +0.04 Mindpower: +10 (+1 eff.) Mental crit. chance: +1% Infravision radius: +1 See invisible: +3 A suit of armour made of metal plates. |
Inventory
![]() 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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 902% 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 Constitution 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Str / +2 Wil / +4 Cun / +3 Con Changes damage: +6% blight Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +40.00 Maximum stamina: +23.00 Spellpower: +15 (+4 eff.) Light radius: +1 Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered 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. |
![]() Requires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 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. This item has been sent to the Item's Vault. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Requires: - Level 25 Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. This item has been sent to the Item's Vault. |
![]() 0.00 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 23] amazing fiery salve [power 23]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 92% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 23] amazing frost salve [power 23]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 92% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 334] amazing healing salve [power 334]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 92% efficiency and 52% cooldown modifier. It can be used to heal 334 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 293] amazing pain suppressor salve [power 293]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 92% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -293 life and reduces all damage by 30% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 93] amazing unstoppable force salve [power 93]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 92% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 93 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 23] amazing water salve [power 23]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 92% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
![]() Powered 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. |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hivemind the Higher Annihilator level 40
46th Pyre 123rd year of Ascendancy at 11:04 see stats
By Hivemind the Higher Annihilator level 39
44th Pyre 123rd year of Ascendancy at 10:58 see stats
By Hivemind the Higher Annihilator level 40
55th Pyre 123rd year of Ascendancy at 09:16 see stats
By Hivemind the Higher Annihilator level 44
5th Mirth 123rd year of Ascendancy at 14:22 see stats
By Hivemind the Higher Annihilator level 44
1st Mirth 123rd year of Ascendancy at 08:41 see stats
By Hivemind the Higher Annihilator level 10
30th Haze 122nd year of Ascendancy at 16:30 see stats
By Hivemind the Higher Annihilator level 42
76th Pyre 123rd year of Ascendancy at 16:57 see stats
By Hivemind the Higher Annihilator level 33
4th Pyre 123rd year of Ascendancy at 17:18 see stats
By Hivemind the Higher Annihilator level 27
27th Regrowth 123rd year of Ascendancy at 15:34 see stats
By Hivemind the Higher Annihilator level 23
10th Decay 122nd year of Ascendancy at 20:21 see stats
By Hivemind the Higher Annihilator level 40
63rd Pyre 123rd year of Ascendancy at 23:17 see stats
By Hivemind the Higher Annihilator level 32
59th Regrowth 123rd year of Ascendancy at 11:50 see stats
By Hivemind the Higher Annihilator level 41
74th Pyre 123rd year of Ascendancy at 23:33 see stats
By Hivemind the Higher Annihilator level 20
79th Haze 122nd year of Ascendancy at 03:02 see stats
By Hivemind the Higher Annihilator level 46
5th Mirth 123rd year of Ascendancy at 15:01 see stats
By Hivemind the Higher Annihilator level 31
37th Regrowth 123rd year of Ascendancy at 12:15 see stats
By Hivemind the Higher Annihilator level 10
27th Haze 122nd year of Ascendancy at 01:48 see stats
By Hivemind the Higher Annihilator level 20
77th Haze 122nd year of Ascendancy at 22:42 see stats
By Hivemind the Higher Annihilator level 30
32nd Regrowth 123rd year of Ascendancy at 05:23 see stats
By Hivemind the Higher Annihilator level 40
44th Pyre 123rd year of Ascendancy at 10:58 see stats
By Hivemind the Higher Annihilator level 50
57th Dusk 123rd year of Ascendancy at 18:54 see stats
By Hivemind the Higher Annihilator level 34
29th Pyre 123rd year of Ascendancy at 22:11 see stats
By Hivemind the Higher Annihilator level 47
12nd Dusk 123rd year of Ascendancy at 11:54 see stats
By Hivemind the Higher Annihilator level 41
74th Pyre 123rd year of Ascendancy at 19:51 see stats
By Hivemind the Higher Annihilator level 25
7th Regrowth 123rd year of Ascendancy at 11:00 see stats
By Hivemind the Higher Annihilator level 43
76th Pyre 123rd year of Ascendancy at 18:39 see stats
By Hivemind the Higher Annihilator level 7
10th Haze 122nd year of Ascendancy at 04:01 see stats
By Hivemind the Higher Annihilator level 30
33rd Regrowth 123rd year of Ascendancy at 03:24 see stats
By Hivemind the Higher Annihilator level 7
8th Haze 122nd year of Ascendancy at 05:02 see stats
By Hivemind the Higher Annihilator level 22
6th Decay 122nd year of Ascendancy at 21:21 see stats
By Hivemind the Higher Annihilator level 47
6th Dusk 123rd year of Ascendancy at 18:52 see stats
By Hivemind the Higher Annihilator level 24
2nd Wintertide 123rd year of Ascendancy at 10:23 see stats
By Hivemind the Higher Annihilator level 16
66th Haze 122nd year of Ascendancy at 18:03 see stats
By Hivemind the Higher Annihilator level 39
43rd Pyre 123rd year of Ascendancy at 19:02 see stats
Log
Your Ring of the War Master is magically sorted by the storage room and put in a pile with the others items of the same type.
There is an item here: Stormlash (115% power, 7 apr)
There is an item here: Stormlash (115% power, 7 apr)
There is an item here: Malediction (150% power, 15 apr)
There is an item here: steel waraxe 'Elomilaith' (108% power, 3 apr)
There is an item here: elemental dwarven-steel waraxe of projection (123% power, 4 apr)
There is an item here: dwarven-steel waraxe 'Poxdeath' (117% power, 4 apr)
There is an item here: Floeransom (108% power, 3 apr)
There is an item here: Turbocutter (136% power, 23 apr)
There is an item here: Galen's Will (150% power, 45 apr)
There is an item here: Pinwheel (107% power, 10 apr)
There is an item here: Kindlelore the iron steamsaw (101% power, 0 apr)
There is an item here: Emelogaba the Smearquick (65% power, 0 apr)
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Entrance to Rak'shor Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 51st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:58.
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.