Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Select your Escorts 1.6.0Allows 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. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Starting Equipment 1.6.0 Allow Respec Anywhere 1.2.3Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Ashes of Urh'Rok 1.6.0Official 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:
Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.0Official 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 Roguelike |
Sex | Male |
Race | Yeek |
Class | Annihilator |
Level / Exp | 50 / 4661% |
Size | small |
Lifes / Deaths | Killed by mecharachnid (servant of pokoanni) at level 50 on the 3rd Dusk 123rd year of Ascendancy at 22:23 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 104 (base 29) |
Dexterity | 156 (base 65) |
Constitution | 86 (base 13) |
Magic | 30 (base 11) |
Willpower | 137 (base 62) |
Cunning | 229 (base 64) |
Resources
Life | 1624/1624 |
Steam | 119/137 |
Equilibrium | 30 |
Psi | 267/267 |
Healing Factor | 1.8253125000001 |
Regeneration | 574.72289561207 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +118.41281712929% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 95.26363725381 |
See Invisible | 95.26363725381 |
Offense: Mainhand
Damage | 135 |
Accuracy | 92 |
Crit Chance | 120% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 86% |
Speed | 1 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 89% |
Speed | 1 |
Offense: Damage Bonus
Physical | +93% |
Lightning | +17% |
Fire | +94% |
All | 0% |
Offense: Damage Penetration
Physical | +62% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 67 (84.670658682635%) |
Defense | 98 |
Ranged Defense | 100 |
Fatigue | 39.851063829787 |
Physical Save | 83 |
Spell Save | 66 |
Mental Save | 91 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 80%( 80%) |
Arcane | + 80%( 80%) |
Cold | + 65%( 70%) |
All | + 40%( 70%) |
Physical | + 55%( 70%) |
Lightning | + 70%( 70%) |
Light | + 61%( 70%) |
Temporal | + 61%( 70%) |
Mind | + 42%( 70%) |
Darkness | + 61%( 70%) |
Fire | + 63%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 97% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 42% |
Bleed Resistance | 24% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.3 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 19.4 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 869 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.3 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 301% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Class Talents
Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Magnetism | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Demolition | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Artillery | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.60 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 2.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Incendiary Grenade |
talent | Rocket Pod |
talent | Antimagic Shield |
beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 581/581). Resonance Field |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (466/466). Capacitor Discharge |
beneficial effect | Fight to the brink of death, can not die before going under -951 life (but life under 0 is not shown) and increases all resistances by 30%. Pain Suppressor Salve |
beneficial effect | The target has 65 increased life regeneration. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 173.72 life per turn. Regeneration |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 23% and triggers a radius 3 conal explosion dealing 105% 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 |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (10 def, 24 armour) Unbreakable Greaves (10 def, 24 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +24 Armour Hardiness: +20% Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +24 Str / -7 Dex / +12 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +18 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Starfist the pouch of voratun shots (23.465727652959/24, 71.5-85.8 power, 11 apr) Starfist the pouch of voratun shots (23.465727652959/24, 71.5-85.8 power, 11 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 71.5 - 85.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +22.0% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 329 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +237% Damage (Ranged): +56 physical Damage (radius 1) on hit: +12 light / +4 physical Damage against: +24% Unnatural When wielded/worn: Ammo reloads per turn: +5 Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Wil / +12 Cun / +12 Con Changes resistances: +20% blight / +40% arcane Changes resistances cap: +10% blight / +10% arcane Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+3 eff.) Spell save: +30 (+8 eff.) Mental save: +15 (+3 eff.) Equilibrium each turn: -1.00 Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | Eastern Wood Hat (18 def, 0 armour) Eastern Wood Hat (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +18 (+4 eff.) Changes stats: +27 Cun / +22 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +18 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Xanubrewen (12 def, 11 armour) Xanubrewen (12 def, 11 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +20.0% Physical power: +19 (+4 eff.) Armour: +11 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 35 arcane resource burn Changes stats: +9 Str Changes resistances: +9% lightning / +6% cold Talent granted: +5 Iron Grip Critical mult.: +14.00% Spell save: +28 (+7 eff.) Mental save: +18 (+4 eff.) Cut immunity: +24% Disarm immunity: +100% Maximum life: +79.00 Maximum stamina: +10.00 Spell crit. chance: +18% Mental crit. chance: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Smolderbore [power 470] (25 cooldown) Smolderbore [power 470] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +4 Str / +6 Dex Changes resistances penetration: +20% fire Changes damage: +18% fire / +21% physical Only die when reaching: -92.95 life It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 541 Armor: 46 All Resist: 50 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 97. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ulfomalach UlfomalachCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +16 Defense: +21 (+4 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +11 Dex / +21 Wil / +32 Cun Changes resistances: +3% fire / +3% mind / +6% arcane Maximum psi: +40.00 Mindpower: +29 (+6 eff.) Mental crit. chance: +1% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Blazebane the voratun ring Blazebane the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +12 Str / +12 Dex / +8 Wil / +12 Cun / +11 Con Changes resistances: +37% lightning / +6% acid Changes damage: +17% lightning Critical mult.: +10.00% Stun/Freeze immunity: +50% Life regen: +9.00 Mindpower: +20 (+4 eff.) Light radius: +3 Rings can have magical properties. |
Around neck | Arytta AryttaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -18% Effects on melee hit: * 24 arcane resource burn Changes stats: +12 Dex / +12 Cun / +20 Con Changes resistances: +3% nature Physical save: +49 (+10 eff.) Spell save: +30 (+8 eff.) Mental save: +29 (+6 eff.) Knockback immunity: +24% Life regen: +21.00 Stamina each turn: +1.50 Maximum life: +195.32 Movement speed: +10% Healing mod.: +20% Amulets can have magical properties. |
In main hand | Relgydeldir the voratun steamgun Relgydeldir the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces 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: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * flashes light on your target dealing 165 damage Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 25 manaburn arcane Changes stats: +3 Str / +3 Mag / +8 Wil / +10 Cun Changes resistances penetration: +47% physical Changes damage: +41% physical Talent mastery: +0.20 Wild-gift / Antimagic Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Critical mult.: +15.00% Physical save: +18 (+3 eff.) Mental save: +22 (+4 eff.) Life regen: +4.73 Mindpower: +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Girdle of Preservation Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Titanic (24 def, 22 armour, 48-57.6 power, 320 block) Titanic (24 def, 22 armour, 48-57.6 power, 320 block)Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +22 Armour Hardiness: +20% Defense: +24 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | elven-silk cloak 'Nerawen' (4 def, 0 armour) elven-silk cloak 'Nerawen' (4 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Physical crit. chance: +1.0% Defense: +4 (+1 eff.) Changes stats: +10 Str / +18 Dex / +12 Cun / +8 Con Changes resistances: +29% blight / +20% nature / +30% lightning Changes damage: +6% physical Talent mastery: +0.40 Technique / Combat training Spell save: -35 (-9 eff.) Stun/Freeze immunity: +50% Life regen: +11.00 Stamina each turn: +5.05 Mana each turn: -0.60 Maximum stamina: +35.50 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 219.51 physical damage and 227.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
heroism infusion of the sneak (die at -1272; dur 5; cd 35) heroism infusion of the sneak (die at -1272; dur 5; cd 35)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: 36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1272 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1272 life, 5 duration) 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 nature talent. |
This item will automatically be transmogrified when you leave the level. schematic: Mental Stimulatorschematic: Mental Stimulator 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. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Cyruwyn CyruwynCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +7 Dex / +7 Cun / +8 Con Changes damage: +15% mind Critical mult.: +20.00% Mental save: +15 (+3 eff.) Life regen: +4.00 Stamina each turn: +1.10 Psi when hit: +0.08 Mindpower: +10 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Annihilator AnnihilatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
mage-hunter's voratun steamgun mage-hunter's voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 13 manaburn arcane Changes stats: +4 Wil Talent mastery: +0.10 Wild-gift / Antimagic Critical mult.: +0.00% Mindpower: +10 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of true shot mighty stralite steamgun of true shotRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +12.0% Physical power: +8 (+2 eff.) Changes stats: +3 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychic's voratun steamgun of true shot psychic's voratun steamgun of true shotRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +13 mind Damage (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +11.0% Changes stats: +2 Cun / +4 Wil Changes damage: +15% mind Critical mult.: +0.00% Mindpower: +12 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Rimeblight' voratun steamgun 'Rimeblight'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 dazing lightning / +20 cold Damage (radius 1) on hit: +12 physical / +0 20% chance of physical repulsion Damage (radius 2) on crit: +12 physical Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +3 Changes stats: +4 Str / +4 Dex / +2 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning / +25% blight Changes damage: +9% physical Critical mult.: +0.00% Maximum vim: +30.00 Spell crit. chance: +7% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Shockmoon' voratun steamgun 'Shockmoon'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool 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: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +6 Changes resistances penetration: +20% lightning / +16% physical Changes damage: +3% lightning / +33% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) Spell save: +9 (+3 eff.) Life regen: +4.04 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Demonjeer the drakeskin leather belt Demonjeer the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +15 Defense: +15 (+3 eff.) Changes stats: +6 Dex / +1 Mag / +6 Cun / +5 Con / +10 Lck Changes damage: +18% darkness Critical mult.: +15.00% Trap disarming bonus: +28 Stealth bonus: +14 Physical save: +25 (+5 eff.) Life regen: +3.60 Infravision radius: +6 Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Lelegund the Quenchsweep Lelegund the QuenchsweepCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 21% chance to reduce all saves and defense by 47 Damage when hit (Melee): 11 light Changes stats: +6 Cun / +6 Dex Changes resistances: +16% mind / +32% cold Changes damage: +30% cold Mental crit. chance: +15% Light radius: +2 A belt that goes around your waist. |
balancing hardened leather belt of the vagrant balancing hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Dex / +4 Cun / +3 Con Mental save: +8 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
Duvugamnir the linen cloak (1 def, 6 armour) Duvugamnir the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Con Changes resistances: +0% lightning / +11% cold Changes resistances penetration: +10% physical Changes damage: +3% mind Physical save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +0% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glarebrace (0 def, 3 armour) Glarebrace (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +3% light / +3% nature Changes resistances penetration: +15% nature / +5% light Changes damage: +18% fire Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +0 (+0 eff.) Pinning immunity: +585% Knockback immunity: +100% Teleport immunity: +0% Spellpower: +5 (+0 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.9 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a nature gift and a mind power Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 33.12 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 176.63 lightning and 291.37 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
torn swimming goggles (0 def, 0 armour) torn swimming goggles (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Changes stats: +0 Cun Allows you to breathe in: water Mental save: +0 (+0 eff.) Light radius: +0 The strap is broken. You wonder if it makes you look uncool. |
agate 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
529 alchemist agate 529 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. |
onyx 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 Latent Damage Type: Acid 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 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindoracle (dig speed 30 turns) Blindoracle (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Cun / +1 Str Changes resistances: +3% cold / +3% temporal Cut immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Polutira the Nimbuscrack (dig speed 25 turns) Polutira the Nimbuscrack (dig speed 25 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Fatigue: -7% Changes stats: +5 Str Changes resistances: +10% nature / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +8% nature / +18% lightning Light radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Dagysalach' (dig speed 37 turns) iron pickaxe 'Dagysalach' (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 10 acid Changes stats: +3 Str / +2 Dex Changes resistances: +1% physical Changes damage: +3% acid Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +9 (+3 eff.) Blindness immunity: +29% Confusion immunity: +20% Light radius: +9 See stealth: +14 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 69 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff CrystalPowered 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable 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) 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 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. |
50 alchemist bloodstone 50 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 bloodstone 15 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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 25] amazing fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 25] amazing frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing pain suppressor salve [power 316] amazing pain suppressor salve [power 316]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -316 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. |
amazing water salve [power 25] amazing water salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 19] powerful fiery salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 160] simple healing salve [power 160]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 160 Activation puts Talent Medical Injector on cooldown for 15 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) 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. |
barbed pouch of voratun shots of annihilation (21/21, 69-82.8 power, 8 apr) barbed pouch of voratun shots of annihilation (21/21, 69-82.8 power, 8 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 69.0 - 82.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +25.0% Capacity: 21 On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Isumira the elven-wood totem of stinging [power 384] (15 cooldown) Isumira the elven-wood totem of stinging [power 384] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +30 (+6 eff.) Damage when hit (Melee): 6 acid Critical mult.: +20.20% Reduces incoming crit damage: 15.00% Pinning immunity: +20% Knockback immunity: +20% Only die when reaching: -80.80 life Maximum stamina: +30.00 It can be used to sting an enemy dealing 384 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 77% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
12 diamond 12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
By pokoanni the Yeek Annihilator level 45
10th Allure 123rd year of Ascendancy at 23:23 see stats
By pokoanni the Yeek Annihilator level 50
66th Pyre 123rd year of Ascendancy at 06:45 see stats
By pokoanni the Yeek Annihilator level 44
9th Allure 123rd year of Ascendancy at 22:16 see stats
By pokoanni the Yeek Annihilator level 16
8th Flare 122nd year of Ascendancy at 13:13 see stats
By pokoanni the Yeek Annihilator level 49
31st Regrowth 123rd year of Ascendancy at 01:25 see stats
By pokoanni the Yeek Annihilator level 50
58th Pyre 123rd year of Ascendancy at 20:25 see stats
By pokoanni the Yeek Annihilator level 50
53rd Pyre 123rd year of Ascendancy at 08:12 see stats
By pokoanni the Yeek Annihilator level 48
25th Regrowth 123rd year of Ascendancy at 02:24 see stats
By pokoanni the Yeek Annihilator level 36
16th Haze 122nd year of Ascendancy at 04:21 see stats
By pokoanni the Yeek Annihilator level 47
20th Regrowth 123rd year of Ascendancy at 07:42 see stats
By pokoanni the Yeek Annihilator level 32
67th Dusk 122nd year of Ascendancy at 05:16 see stats
By pokoanni the Yeek Annihilator level 25
47th Dusk 122nd year of Ascendancy at 15:37 see stats
By pokoanni the Yeek Annihilator level 24
37th Dusk 122nd year of Ascendancy at 09:47 see stats
By pokoanni the Yeek Annihilator level 50
9th Flare 123rd year of Ascendancy at 18:43 see stats
By pokoanni the Yeek Annihilator level 45
16th Regrowth 123rd year of Ascendancy at 23:19 see stats
By pokoanni the Yeek Annihilator level 31
59th Dusk 122nd year of Ascendancy at 21:13 see stats
By pokoanni the Yeek Annihilator level 50
31st Regrowth 123rd year of Ascendancy at 06:13 see stats
By pokoanni the Yeek Annihilator level 10
9th Mirth 122nd year of Ascendancy at 14:24 see stats
By pokoanni the Yeek Annihilator level 20
11st Dusk 122nd year of Ascendancy at 11:08 see stats
By pokoanni the Yeek Annihilator level 30
56th Dusk 122nd year of Ascendancy at 16:20 see stats
By pokoanni the Yeek Annihilator level 40
1st Allure 123rd year of Ascendancy at 16:08 see stats
By pokoanni the Yeek Annihilator level 50
31st Regrowth 123rd year of Ascendancy at 02:06 see stats
By pokoanni the Yeek Annihilator level 50
3rd Dusk 123rd year of Ascendancy at 22:22 see stats
By pokoanni the Yeek Annihilator level 50
9th Flare 123rd year of Ascendancy at 05:23 see stats
By pokoanni the Yeek Annihilator level 50
77th Pyre 123rd year of Ascendancy at 10:13 see stats
By pokoanni the Yeek Annihilator level 39
77th Haze 122nd year of Ascendancy at 22:22 see stats
By pokoanni the Yeek Annihilator level 50
28th Pyre 123rd year of Ascendancy at 19:13 see stats
By pokoanni the Yeek Annihilator level 49
30th Regrowth 123rd year of Ascendancy at 07:45 see stats
By pokoanni the Yeek Annihilator level 19
5th Dusk 122nd year of Ascendancy at 03:08 see stats
By pokoanni the Yeek Annihilator level 47
20th Regrowth 123rd year of Ascendancy at 11:48 see stats
By pokoanni the Yeek Annihilator level 50
3rd Dusk 123rd year of Ascendancy at 22:20 see stats
By pokoanni the Yeek Annihilator level 13
3rd Summertide 122nd year of Ascendancy at 05:43 see stats
By pokoanni the Yeek Annihilator level 50
9th Flare 123rd year of Ascendancy at 04:32 see stats
By pokoanni the Yeek Annihilator level 50
3rd Dusk 123rd year of Ascendancy at 22:22 see stats
By pokoanni the Yeek Annihilator level 50
52nd Pyre 123rd year of Ascendancy at 09:26 see stats
By pokoanni the Yeek Annihilator level 28
54th Dusk 122nd year of Ascendancy at 04:47 see stats
By pokoanni the Yeek Annihilator level 50
47th Regrowth 123rd year of Ascendancy at 19:55 see stats
By pokoanni the Yeek Annihilator level 24
33rd Dusk 122nd year of Ascendancy at 14:58 see stats
By pokoanni the Yeek Annihilator level 16
1st Dusk 122nd year of Ascendancy at 15:46 see stats
By pokoanni the Yeek Annihilator level 43
8th Allure 123rd year of Ascendancy at 22:36 see stats
By pokoanni the Yeek Annihilator level 50
52nd Pyre 123rd year of Ascendancy at 09:14 see stats
Log
Pokoanni's Rocket Pod performs a ranged critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Pokoanni's Rocket Pod hits Elandar for 1986 fire damage.
Pokoanni uses Resonance Field.
Pokoanni's mind surges with critical power!
A psychic field forms around pokoanni.
Pokoanni uses Mecharachnid.
Mecharachnid (servant of pokoanni) slows down.
Mecharachnid (servant of pokoanni) is free from the hex.
Mecharachnid (servant of pokoanni)'s repairs are complete.
Mecharachnid (servant of pokoanni) is no longer blood locked.
Pokoanni's Rocket Pod killed Elandar!
Pokoanni is no longer attuned.
Character control switched to mecharachnid (servant of pokoanni).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: No Way! (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Character control switched to pokoanni.
Character control switched to mecharachnid (servant of pokoanni).
Saving game...
Saving done.
Mecharachnid (servant of pokoanni) uses Self-destruction.
Character control switched to pokoanni.
Saving game...