Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sawbutcher |
| Level / Exp | 42 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by znke at level 18 on the 1st Haze 122nd year of Ascendancy at 15:19 0 / 9Killed by giant spider at level 20 on the 9th Haze 122nd year of Ascendancy at 10:15 Killed by Ce'Nokira the skeleton magus at level 24 on the 27th Haze 122nd year of Ascendancy at 23:37 Killed by Glanor the dredge at level 29 on the 10th Regrowth 123rd year of Ascendancy at 02:44 Killed by Neruwe the ghoul at level 33 on the 62nd Regrowth 123rd year of Ascendancy at 00:20 Killed by shadow at level 35 on the 65th Regrowth 123rd year of Ascendancy at 20:59 Killed by war hound at level 41 on the 53rd Pyre 123rd year of Ascendancy at 02:41 Killed by orc cryomancer at level 41 on the 56th Pyre 123rd year of Ascendancy at 02:46 Killed by orc cryomancer at level 42 on the 56th Pyre 123rd year of Ascendancy at 05:05 |
Primary Stats
| Strength | 68 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 67 (base 60) |
| Magic | 22 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 51 (base 45) |
Resources
| Life | -845/1149 |
| Mana | 490/490 |
| Healing Factor | 1.524 |
| Regeneration | 23.241 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +116.55816838864% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 48 |
| Crit Chance | 56% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 48 |
| Crit Chance | 56% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.92 (81.030927835052%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 48 |
| Physical Save | 49 |
| Spell Save | 25 |
| Mental Save | 45 |
Defense: Resistances
| All | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 75% |
| Poison Resistance | 70% |
| Blind Resistance | 22% |
| Silence Resistance | 25% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 78% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 68%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.66 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Steamtech / Sawmaiming | 1.66 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.66 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Grinding Shield |
| detrimental effect | The target is on fire, taking 45.60 fire damage per turn. Burning |
| beneficial effect | Increases all saws talent levels by 36%. Overcharge Saws |
| beneficial effect | Fight to the brink of death, can not die before going under -278 life (but life under 0 is not shown) and increases all resistances by 18%. Pain Suppressor Salve |
| beneficial effect | Reduces physical damage received by 27% and provides a 15% chance to ignore critical hits. Juggernaut |
| beneficial effect | The target is wide awake and has 80% resistance to sleep effects. Insomnia |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+17). Continuum Destabilization |
| beneficial effect | Increases global action speed by 17%. Speed |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is unable to teleport and takes 212.83 temporal and 212.83 physical damage if they try. Dimensional Anchor |
| beneficial effect | You have 3 charges. Molten Point |
Quests
You abandoned lost warrior to death. | failed |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ivegabrena the patchwork troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Velywe the wolf. Escort: lost warrior (level 8 of Dreadfell) | failed |
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 |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 4. | 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. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed ice wyrm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed electric eel tail. * You've found the needed ritch stinger. | active |
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 within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * 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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Airserpent the pair of hardened leather boots (0 def, 3 armour) Airserpent the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Dex / +5 Lck Changes resistances: +8% cold / +11% fire Changes damage: +6% lightning Stealth bonus: +7 Physical save: +15 (+5 eff.) Silence immunity: +25% Confusion immunity: +23% Pinning immunity: +25% Stun/Freeze immunity: +26% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.40 Only die when reaching: -40.00 life A pair of boots made of leather. |
| Light source | Islovea IsloveaCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Dex Changes damage: +6% acid Reduces incoming crit damage: 5.00% Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Falugarab the rough leather hat (0 def, 1 armour) =water conf 10= Falugarab the rough leather hat (0 def, 1 armour) =water conf 10=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Physical save: +6 (+2 eff.) Confusion immunity: +10% Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Strikebore' (0 def, 2 armour) dwarven-steel gauntlets 'Strikebore' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +3 Cun / +4 Con Changes resistances: +3% cold / +11% darkness / +16% nature Changes damage: +5% nature Talent granted: +3 Iron Grip Physical save: +10 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +107% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Aralrata AralrataPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +6% temporal Physical save: +9 (+3 eff.) Disarm immunity: +25% Pinning immunity: +23% Stun/Freeze immunity: +22% Knockback immunity: +28% Life regen: +1.90 Maximum life: +22.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Rings can have magical properties. |
| On fingers | Ce'Nyldavena the Boltthorn Ce'Nyldavena the BoltthornInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% lightning Mental save: +9 (+3 eff.) Confusion immunity: +32% Maximum hate: +4.00 Mental crit. chance: +1% Rings can have magical properties. |
| Around neck | starlit gold amulet starlit gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% light / +14% darkness Blindness immunity: +22% Amulets can have magical properties. |
| In main hand | Cuthydig the stralite steamsaw (43-64.5 power, 39 apr) Cuthydig the stralite steamsaw (43-64.5 power, 39 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 43.0 - 64.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Physical crit. chance: +24.0% Attack speed: 100% Block value: +71 Damage (Melee): +4 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances penetration: +10% blight Talent granted: +2 Block Critical mult.: +10.00% Mental save: +3 (+1 eff.) Damage Shield penetration: +20% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | stralite steamsaw 'Glowresolve' (31-46.5 power, 39 apr) stralite steamsaw 'Glowresolve' (31-46.5 power, 39 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Physical crit. chance: +24.0% Attack speed: 100% Block value: +73 Damage (Melee): +11 darkness Burst (radius 1) on hit: +4 light Damage against: +11% Living Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 24 fire Changes stats: +3 Str Changes resistances: +17% fire Changes damage: +3% light / +3% physical Talent granted: +2 Block Critical mult.: +24.00% Life regen: +0.20 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | cashmere cloak 'Lightscar' (2 def, 0 armour) cashmere cloak 'Lightscar' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 arcane Changes stats: +6 Wil / +6 Mag Changes resistances: +6% blight / +30% lightning Changes resistances penetration: +8% arcane Changes damage: +8% arcane / +3% blight Critical mult.: +15.00% Stun/Freeze immunity: +50% Maximum mana: +49.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gota the dwarven-steel plate armour (5 def, 15 armour) Gota the dwarven-steel plate armour (5 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +3 Str / +1 Con Changes resistances: +7% acid / +8% physical / +7% cold / +7% mind / +7% fire / +6% nature / +8% lightning Talent cooldown: Rush (-5 turns) Mental save: +13 (+4 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Disarm immunity: +28% Stun/Freeze immunity: +27% Knockback immunity: +25% Life regen: +11.70 Only die when reaching: -40.00 life Maximum life: +45.00 Healing mod.: +20% A suit of armour made of metal plates. |
Inventory
medical injector implant of the sneak (efficiency 131% / cooldown 55%) medical injector implant of the sneak (efficiency 131% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8) steam generator implant (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 10) steam generator implant of the duelist (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (+12 for 10 turns, die at -431) heroism infusion of the sneak (+12 for 10 turns, die at -431)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -431 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
Rune of Reflection (absorb and reflect 210 for 5 turns) Rune of Reflection (absorb and reflect 210 for 5 turns)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: 15 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 210 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Gukira GukiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +16% temporal Changes damage: +9% arcane Talent mastery: +0.10 Steamtech / Physics Physical save: +10 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +11 (+3 eff.) Pinning immunity: +24% Knockback immunity: +24% Amulets can have magical properties. |
clarifying steel amulet of murder clarifying steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +14% mind Critical mult.: +11.00% Confusion immunity: +20% Amulets can have magical properties. |
steel amulet 'Ararontir' =8 mag= steel amulet 'Ararontir' =8 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +8 Mag Changes damage: +6% acid / +6% blight Spell crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
wanderer's steel amulet of manastreaming =4 dex 2 mag= wanderer's steel amulet of manastreaming =4 dex 2 mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +3 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.50 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +27.00 Movement speed: +10% Amulets can have magical properties. |
warrior's stralite amulet of dexterity (+5) =5 dex= warrior's stralite amulet of dexterity (+5) =5 dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Changes resistances: +10% physical Stamina each turn: +0.40 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ce'Nida the Fireblow =5 dex= Ce'Nida the Fireblow =5 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +12% fire Changes damage: +3% fire Rings can have magical properties. |
Hurydohir =2 dex= Hurydohir =2 dex=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +8 (+2 eff.) Changes stats: +2 Dex / +1 Con Changes resistances: +6% blight / +26% acid / +7% nature / +9% light Changes damage: +13% acid / +4% all Poison immunity: +12% Disease immunity: +12% Spellpower: +7 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
Salumivena the Skyroar Salumivena the SkyroarPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +6 Wil / +6 Mag Changes resistances: +12% light / +3% lightning Changes damage: +7% all Physical save: +20 (+7 eff.) Silence immunity: +10% Teleport immunity: +5% Life regen: +2.00 Maximum life: +90.00 Spellpower: +26 (+13 eff.) Mindpower: +19 (+9 eff.) Healing mod.: +24% Rings can have magical properties. |
Willowmortal WillowmortalPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature Changes resistances penetration: +10% mind Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
gold ring 'Galepulverizer' =7 dex= gold ring 'Galepulverizer' =7 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +1 Str / +7 Dex / +6 Cun / +2 Con Changes resistances: +12% lightning Critical mult.: +6.00% Life regen: +0.20 Rings can have magical properties. |
psionicist's copper ring of blight (+11%) psionicist's copper ring of blight (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% blight Changes damage: +11% blight Mental save: +4 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Cyrimina (30-45 power, 2 apr)Cyrimina (30-45 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +26 ice / +4 physical When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +12 Changes resistances penetration: +16% cold Stamina each turn: +0.60 Massive two-handed battleaxes. |
Spelldrinker (27-35.1 power, 8 apr) =6 mag= Spelldrinker (27-35.1 power, 8 apr) =6 mag=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level. Emewyn the Infernostinger (49.5-79.2 power, 3 apr)Emewyn the Infernostinger (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 mind / +16 fire When wielded/worn: Armour: +2 Damage when hit (Melee): 8 fire Disease immunity: +10% Pinning immunity: +5% Teleport immunity: +15% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) =5 dex= Warmaster Gnarg's Murderblade (60-96 power, 19 apr) =5 dex=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. Falabar the stralite longsword (32.5-45.5 power, 5 apr)Falabar the stralite longsword (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 24% chance to disease Damage (Melee): +18 blight When wielded/worn: Armour: +6 Changes resistances: +5% arcane / +6% acid Physical save: +6 (+2 eff.) Poison immunity: +5% Sharp, long, and deadly. |
thunderous steel longsword (14.5-20.3 power, 3 apr) =2dex 2mag= thunderous steel longsword (14.5-20.3 power, 3 apr) =2dex 2mag=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to daze When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Sharp, long, and deadly. |
Camabers =2 mag= Camabers =2 mag=Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Burst (radius 1) on hit: +4 blight When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str / +2 Mag / +2 Con Infravision radius: +2 Slings are used to hurl stones or metal shots at your foes. |
Adysenor the cashmere cloak (9 def, 0 armour) =1 mag= Adysenor the cashmere cloak (9 def, 0 armour) =1 mag=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +8 (+3 eff.) Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyruth (1 def, 6 armour) =2 dex= Cyruth (1 def, 6 armour) =2 dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Dex Changes resistances: +11% cold Stamina each turn: +0.20 Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gayada the Charwake (2 def, 0 armour) =2 mag= Gayada the Charwake (2 def, 0 armour) =2 mag=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Mag / +2 Wil / +2 Con Changes resistances: +0% lightning / +6% fire / +1% physical Changes resistances penetration: +9% arcane Changes damage: +9% arcane Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +0% Maximum mana: +42.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Samadrabers' (1 def, 6 armour) linen cloak 'Samadrabers' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +0% lightning / +10% cold / +0% nature Physical save: +3 (+1 eff.) Spell save: +25 (+12 eff.) Confusion immunity: +15% Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of power (0 def, 0 armour) =5 mag= focusing woollen robe of power (0 def, 0 armour) =5 mag=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes damage: +8% all Mana each turn: +0.14 Psi each turn: +0.10 Spellpower: +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbusrock (0 def, 5 armour) =7 mag= Nimbusrock (0 def, 5 armour) =7 mag=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +7 Mag / +3 Wil / +4 Con Grants telepathy: Dragon Critical mult.: +10.00% Spell save: +5 (+2 eff.) Hate when firing a critical mind attack: +1.00 Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of uncanny dodging (6 def, 12 armour)miner's pair of dwarven-steel boots of uncanny dodging (6 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silobretira (0 def, 2 armour) =6 dex= Silobretira (0 def, 2 armour) =6 dex=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Armour: +2 Effects on melee hit: * 10% chance to disease Changes stats: +4 Str / +6 Dex / +2 Mag / +1 Wil / +4 Cun Changes resistances: +6% blight Talent cooldown: Double Strike (-1 turn) Physical save: +18 (+6 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +35% Mana when firing critical spell: +4.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aritira the hardened leather hat (0 def, 3 armour) =2 mag= Aritira the hardened leather hat (0 def, 3 armour) =2 mag=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Mag / +1 Cun / +6 Con Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
Gunyregodir (2 def, 0 armour) =5 mag= Gunyregodir (2 def, 0 armour) =5 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +4 Cun / +7 Con Changes resistances penetration: +15% mind Changes damage: +14% arcane Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +10 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil / +0 Cun Changes damage: +8% light Mental save: +0 (+0 eff.) Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 21.29 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap 'Chudar' (0 def, 3 armour) =5 dex= hardened leather cap 'Chudar' (0 def, 3 armour) =5 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +1 Wil Changes resistances: +12% darkness Changes damage: +6% mind Mental crit. chance: +3% Infravision radius: +2 A cap made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 32.21 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Areth (20 def, 7 armour) =7 dex= Areth (20 def, 7 armour) =7 dex=Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +9 Physical crit. chance: +7.0% Armour: +7 Defense: +20 (+10 eff.) Fatigue: +8% Damage when hit (Melee): 16 blight Changes stats: +6 Str / +7 Dex / +8 Wil / +3 Cun Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +9% blight Physical save: +9 (+3 eff.) Mental save: +18 (+6 eff.) Stamina each turn: +0.90 Chance to avoid any damage: +8% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Eclipsepiety (1 def, 2 armour) =4 dex mag= Eclipsepiety (1 def, 2 armour) =4 dex mag=Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +12% darkness A suit of armour made of leather. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +20% Stun/Freeze immunity: +60% Life regen: +0.00 Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Cloudblow' (5 def, 11 armour)dwarven-steel plate armour 'Cloudblow' (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 16 lightning / 12 arcane Changes resistances: +5% arcane / +21% fire Changes damage: +12% arcane A suit of armour made of metal plates. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1340 alchemist agate 1340 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. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 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. |
Grinakor =1 dex= Grinakor =1 dex=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Dex / +4 Cun / +2 Con Maximum encumbrance: +10 Maximum life: +10.00 Light radius: -8 Infravision radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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), costing 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. |
4 garnet 4 garnet0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 379/400. 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. |
powerful frost salve [power 28] powerful frost salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 159% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 329] powerful healing salve [power 329]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 159% efficiency and 68% cooldown modifier. It can be used to heal 329, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 285] powerful pain suppressor salve [power 285]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 159% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -285 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 28] powerful water salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 159% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (28% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest 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), costing 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. |
This item will automatically be transmogrified when you leave the level. Taintresolve (19/19, 30-36 power, 3 apr)Taintresolve (19/19, 30-36 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 On weapon hit: * 40% chance to corrode armour Damage (Ranged): +8 acid Burst (radius 1) on hit: +19 fire Burst (radius 2) on crit: +4 nature Shots are used with slings to pummel your foes to death. |
Charrebel [power 2] (30/10 cooldown) =2 dex 1 mag= Charrebel [power 2] (30/10 cooldown) =2 dex 1 mag=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +1 Con Changes resistances penetration: +5% fire See invisible: +12 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Silota the yew totem of cure ailments [power 4] (30/15 cooldown) Silota the yew totem of cure ailments [power 4] (30/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Critical mult.: +20.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+2 eff.) It can be used to remove up to 4 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By znke the Shalore Sawbutcher level 36
68th Regrowth 123rd year of Ascendancy at 09:53 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By znke the Shalore Sawbutcher level 39
33rd Pyre 123rd year of Ascendancy at 16:13 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By znke the Shalore Sawbutcher level 36
66th Regrowth 123rd year of Ascendancy at 20:34 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By znke the Shalore Sawbutcher level 39
46th Pyre 123rd year of Ascendancy at 09:16 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By znke the Shalore Sawbutcher level 32
55th Regrowth 123rd year of Ascendancy at 17:23 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By znke the Shalore Sawbutcher level 11
16th Dusk 122nd year of Ascendancy at 21:22 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By znke the Shalore Sawbutcher level 38
21st Pyre 123rd year of Ascendancy at 01:10 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By znke the Shalore Sawbutcher level 37
19th Pyre 123rd year of Ascendancy at 02:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By znke the Shalore Sawbutcher level 21
14th Haze 122nd year of Ascendancy at 10:37 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By znke the Shalore Sawbutcher level 30
23rd Regrowth 123rd year of Ascendancy at 10:17 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By znke the Shalore Sawbutcher level 25
28th Haze 122nd year of Ascendancy at 22:08 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 znke the Shalore Sawbutcher level 27
1st Regrowth 123rd year of Ascendancy at 20:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By znke the Shalore Sawbutcher level 10
5th Dusk 122nd year of Ascendancy at 01:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By znke the Shalore Sawbutcher level 20
7th Haze 122nd year of Ascendancy at 23:29 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By znke the Shalore Sawbutcher level 30
10th Regrowth 123rd year of Ascendancy at 20:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By znke the Shalore Sawbutcher level 40
47th Pyre 123rd year of Ascendancy at 09:09 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By znke the Shalore Sawbutcher level 16
50th Dusk 122nd year of Ascendancy at 08:59 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By znke the Shalore Sawbutcher level 23
25th Haze 122nd year of Ascendancy at 14:15 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By znke the Shalore Sawbutcher level 39
41st Pyre 123rd year of Ascendancy at 20:21 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By znke the Shalore Sawbutcher level 39
33rd Pyre 123rd year of Ascendancy at 16:13 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By znke the Shalore Sawbutcher level 17
65th Dusk 122nd year of Ascendancy at 20:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By znke the Shalore Sawbutcher level 8
4th Flare 122nd year of Ascendancy at 09:16 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By znke the Shalore Sawbutcher level 39
33rd Pyre 123rd year of Ascendancy at 16:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By znke the Shalore Sawbutcher level 30
23rd Regrowth 123rd year of Ascendancy at 02:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By znke the Shalore Sawbutcher level 23
27th Haze 122nd year of Ascendancy at 08:34 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By znke the Shalore Sawbutcher level 14
36th Dusk 122nd year of Ascendancy at 15:33 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By znke the Shalore Sawbutcher level 41
56th Pyre 123rd year of Ascendancy at 02:46 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By znke the Shalore Sawbutcher level 36
66th Regrowth 123rd year of Ascendancy at 11:26 see stats
Log
Tempest of Metal performs a melee critical strike against Aduthra the orc pyromancer!
You collect a new ingredient: orc heart (1).
znke performs a melee critical strike against Aduthra the orc pyromancer!
znke misses Something.
znke misses Something.
znke misses Something.
znke misses Something.
znke hits Aduthra the orc pyromancer for 238 physical, 4 mind, 24 fire, 7 nature, (274 total damage).
Tempest of Metal hits Aduthra the orc pyromancer for 156 physical damage.
Aduthra the orc pyromancer hits znke for 7 physical, 7 physical, 7 physical, 7 physical (28 total damage).
Tempest of Metal killed Aduthra the orc pyromancer!
Znke picks up ( .): Taintresolve (19/19, 30-36 power, 3 apr).
Orc high cryomancer casts Rune: Heat Beam.
Znke is on fire!
Temporal hound shrugs off the effect 'Frozen'!
Znke is anchored.
Orc cryomancer's ice storm area effect hits Temporal hound for 97 cold damage.
Orc cryomancer's ice storm area effect hits Heavy bone giant for (56 absorbed), 0 cold (0 total damage).
Porylle the orc cryomancer's fire area effect hits Something for (74 resist armour) damage.
Something hits znke for 0 fire, 35 physical (36 total damage).
Something hits Betheta the rogue for 50 fire, 43 physical (93 total damage).
Something hits Something for (42 resist armour), 0 fire, 45 physical, 0 fire (45 total damage).
Heavy bone giant uses Throw Bones.
Heavy bone giant hits znke for 43 physical damage.
Heavy bone giant hits Something for 59 physical damage.
znke hits Something for (26 resist armour), 0 fire, (11 resist armour), 0 arcane (0 total damage).
Something hits znke for 11 mind damage.
Orc cryomancer casts Freeze.
Orc cryomancer roars triumphantly.
Saving game...
