















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.6.7Official Expansion!Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official Expansion!Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official 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 | Female |
| Race | Higher |
| Class | Psyshot |
| Level / Exp | 50 / 3145% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 56 (base 12) |
| Dexterity | 229 (base 63) |
| Constitution | 62 (base 23) |
| Magic | 66 (base 13) |
| Willpower | 127 (base 60) |
| Cunning | 220 (base 66) |
Resources
| Life | 1156/1156 |
| Psi | 232/232 |
| Steam | 100/100 |
| Healing Factor | 1.3582068965518 |
| Regeneration | 7.2664068965519 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 16 |
| Infravision | 14.029851481509 |
| See Stealth | 10 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 104 |
| Crit Chance | 137% |
| APR | 66 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 84 |
| Crit Chance | 106% |
| APR | 76 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 96% |
| Speed | 1 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 89% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +30% |
| Arcane | +52% |
| Cold | +76% |
| All | +15% |
| Lightning | +76% |
| Light | +35% |
| Temporal | +52% |
| Physical | +62% |
| Fire | +99% |
| Mind | +24% |
Offense: Damage Penetration
| Physical | +64% |
| Light | +59% |
| All | +34% |
Defense: Base
| Armour (hardiness) | 36 (70.376569037657%) |
| Defense | 132 |
| Ranged Defense | 132 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 59 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Arcane | + 65%( 70%) |
| Cold | + 70%( 70%) |
| All | + 60%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 61%( 70%) |
| Mind | + 68%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Silence Resistance | 50% |
| Confusion Resistance | 53% |
| Stun Resistance | 100% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.4 steam per turn. Can be activated for an instant burst of 102 steam. 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 247% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity 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 150% efficiency and cooldown mod of 65%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 829 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 165 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Action at a distance | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Mechanical Arms |
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 again | active |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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. | active |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * 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 | Liseramina the pair of drakeskin leather boots (16 def, 6 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Mov.spd +25% Dmg.mod +6% mind Res.pen +5% physical Melee Ret 4 physical ----- def ----- Armour +6 Defense +16 (+3 eff.) Die.at -40.00 life Silence- +50% Confus- +43% Stun/Frz- +40% ---------- misc Max.stam +10.00 Talents +5 Rocket Boots Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
| Quiver | Getarim (23/23, 88.5-106.2 power, 16 apr) 3.0 T5 shot ammo [Random Unique] Master Power 88.5 - 106.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +16 Crit +37.0% Capacity 23 Proj.spd +411% On Crit.r2 +21 physical On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Zubavea 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +8 (+3 eff.) Dmg.mod +20% light Res.pen +9% all Acc +20 (+3 eff.) Apr +13 ----- def ----- Armour +5 Defense +15 (+3 eff.) Resists +3% cold +6% arcane +6% mind Phys.save +17 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +21 (+5 eff.) Pinning- +23% ---------- misc Light +12 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (16 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +24 Cun +19 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+7 eff.) Apr +15 ----- def ----- Defense +16 (+3 eff.) Mind.save +16 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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 | Steam Powered Gauntlets (0 def, 14 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Wildpanic the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Cun +3 Str dps ---------- Crit.mult +20.00% Dmg.mod +3% mind Acc +6 (+1 eff.) Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 77% ---------- misc Equi/ret +0.04 Psi/ret +0.16 Hate/m.crit +4.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Grinachik0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +23 Cun +22 Dex dps ---------- Crit.mult +20.00% Mind.pwr +25 (+5 eff.) Dmg.mod +16% cold Acc +22 (+4 eff.) ----- def ----- Resists +32% cold ---------- misc Max.hate +6.00 Max.psi +20.00 Rings can have magical properties. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around neck | Emutha0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +7 Mag +9 Cun +11 Con dps ---------- Spell.crit +9% Crit.mult +30.00% Spell.pwr +21 (+5 eff.) Mov.spd +10% Dmg.mod +6% lightning +15% blight +23% fire +8% cold +6% acid Res.pen +10% physical ----- def ----- Armour +11 Fatigue -10% Resists +1% physical HP.reg +4.00 ---------- misc Stam/turn +1.50 Max.mana +40.00 Amulets can have magical properties. |
| In main hand | voratun steamgun 'Brenuvor' 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * flashes light on your target dealing 208 damage Uses 2.0 Steam While equipped: Stats +10 Str +17 Dex +14 Mag +13 Wil +17 Cun +11 Con dps ---------- Crit.mult +15.00% Steampwr +13 (+2 eff.) ----- def ----- Resists +9% nature +12% acid Spell.save +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | drakeskin leather belt 'Brightpyre' 1.0 T5 belt armor [Rare] Master While equipped: Stats +7 Dex +16 Cun +11 Lck dps ---------- Dmg.mod +18% lightning +12% fire Res.pen +25% light ----- def ----- Defense +11 (+2 eff.) Proj.slow +25% Stealth +15 ---------- misc T.Disarm +30 Infravis +9 See.Invis +21 A belt that goes around your waist. |
| In off hand | Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% On Hit: * flashes light on your target dealing 214 damage While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Crit.mult +15.00% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Cloak | cashmere cloak 'Shockbreak' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +6 Dex +3 Mag +11 Wil +12 Cun dps ---------- Mind.crit +7% Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Resists +48% lightning Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+9 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
steam generator implant of the sneak (steam 20)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.7 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion (die at -414; dur 9; cd 33)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd 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 9 turns. While Heroism is active, you will only die when reaching -414 life. The duration and life will increase by 1% for every 1% life you have lost (currently 414 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; magical, physical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 236; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 235.95 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 780; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 780 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 21; blocks 7; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 7 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 60; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
13 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Weapon Automaton: One Handed0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Harafang the Noonpanic0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex dps ---------- Crit.mult +16.00% Dmg.mod +3% light +18% cold Res.pen +10% light Acc +8 (+1 eff.) Apr +17 ----- def ----- Resists +3% light ---------- misc Light +3 Amulets can have magical properties. |
Shineglean0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Mag +4 Con ---------- misc Light +1 See.Invis +3 Masteries +0.16 Steamtech/Avoidance Amulets can have magical properties. |
Aluldir0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Crit.mult +15.00% On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Resists +6% light Phys.save +12 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Max.stam +20.00 Rings can have magical properties. |
Saluwen0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Melee+ 5 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 47 On Hit (Ranged): * 10% chance to reduce all saves and defense by 47 ----- def ----- Mind.save +12 (+3 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Max.stam +20.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +16 Mag +16 Wil dps ---------- Spell.pwr +28 (+7 eff.) S.pwr/crit +11 Mov.spd +23% Acc +15 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +15% lightning ---------- misc Max.mana +40.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Windschism the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Res.pen +25% nature ----- def ----- Resists +6% fire +12% light +6% darkness Phys.save +18 (+6 eff.) Mind.save +9 (+2 eff.) Silence- +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Meteoric Crash You have set the ring to grant you Meteoric Crash! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
steel ring 'Camadur'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +22 (+4 eff.) Dmg.mod +18% mind +6% all ----- def ----- Resists +5% arcane Mind.save +9 (+2 eff.) Rings can have magical properties. |
truestriking dwarven-steel dagger of enduring (16-20.8 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 16.0 - 20.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +10 Con +7 Wil dps ---------- Res.pen +7% physical Acc +8 (+1 eff.) Apr +5 ----- def ----- Max.HP +57.00 Sharp, short and deadly. |
caustic voratun greatsword of massacre (81.5-130.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 81.5 - 130.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +61 acid +63 nature While equipped: dps ---------- Res.pen +33% acid +35% nature Apr +19 Massive two-handed swords. |
caustic voratun longsword (41.5-58.1 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +29 acid +45 nature While equipped: dps ---------- Res.pen +25% acid +25% nature Apr +15 Sharp, long, and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Crit.mult +0.00% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 54.44 mind damage, 87.37 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.92 mind and 7.90 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Hailborn the pulsing mindstar (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 13 mind 13 darkness Dmg.mod +6% cold +8% mind +6% darkness ----- def ----- Resists +12% cold +15% temporal ---------- misc Light +2 Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Grinilen4.0 T5 sling 1H weapon [Random Unique] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +23 lightning +20 cold +12 acid On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +14% lightning +18% cold +9% blight +9% acid Res.pen +5% blight +17% physical On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +3% blight Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
magewarrior's short dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Ego+] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +8% Phys.pwr +15 (+5 eff.) Spell.pwr +23 (+6 eff.) Dmg.mod +30% lightning Acc +15 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of greater warding (36-43.2 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 36.0 - 43.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+5 eff.) Dmg.mod +36% lightning ----- def ----- Armour +12 Defense +12 (+2 eff.) ---------- misc Wards +3 lightning Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Thoughtcaster4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 114.08 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+2 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Velyrin the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +30 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +5.00% S.pwr/crit +6 Dmg.mod +36% cold Acc +11 (+2 eff.) Melee Ret 2 arcane ---------- misc Vim/s.crit +2.00 Max.mana +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xidalle the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 mind Uses 2.0 Steam While equipped: Stats +12 Str +13 Dex +13 Mag +27 Wil +12 Cun +24 Con dps ---------- Phys.crit +6.0% Acc +9 (+1 eff.) ----- def ----- Resists +3% light Max.HP +110.00 Blind- +23% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.08 Max.psi +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Ulfuchik'4.0 T5 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +12 Dex +19 Wil +1 Cun +17 Con dps ---------- Mind.pwr +13 (+2 eff.) On Hit (Ranged): * 19 arcane resource burn * 20% chance to slow global speed by 77% ----- def ----- Resists +9% acid Max.HP +107.00 ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced voratun waraxe of shearing (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% all Acc +40 (+7 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Disarm- +50% One-handed war axes. |
hateful voratun waraxe of vileness (42-58.8 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Psionic Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 blight +18 darkness Against +20% Living On Hit: * 23% chance to reduce strength, dexterity, and constitution by 28 One-handed war axes. |
Emyta1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +4 Cun +6 Con dps ---------- Phys.crit +13.0% Mind.crit +15% Phys.pwr +15 (+5 eff.) Melee Ret 2 arcane ----- def ----- Armour +15 Defense +14 (+2 eff.) Resists +6% acid +15% nature +9% blight Phys.save +36 (+10 eff.) Heal.mod +5% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 A belt that goes around your waist. |
Tulidur1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +8 Wil dps ---------- Res.pen +25% acid Against +41% Summoned On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Resists +19% acid +9% temporal +10% cold +10% fire +10% lightning D.Red.from +43% Summoned Spell.save +9 (+2 eff.) Mind.save +9 (+2 eff.) Max.HP +60.00 A belt that goes around your waist. |
balancing hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +9 Dex +9 Cun +7 Lck dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Defense +0 (+0 eff.) Proj.slow +0% Stealth +8 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
grounding drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Resists +15% lightning +13% temporal Mind.save +15 (+3 eff.) A belt that goes around your waist. |
noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +7 Cun +6 Lck dps ---------- Against +17% Summoned ----- def ----- Defense +0 (+0 eff.) D.Red.from +18% Summoned Proj.slow +0% Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
Relgakath the Brightbreeze (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Dex +4 Cun +4 Con dps ---------- Spell.crit +6% Mind.crit +1% Crit.mult +24.00% Spell.pwr +8 (+2 eff.) Mind.pwr +20 (+4 eff.) Dmg.mod +15% arcane Res.pen +11% arcane +5% fire Melee Ret 2 mind ----- def ----- Defense +3 (+1 eff.) Resists +0% lightning Spell.save -30 (-10 eff.) Mind.save +3 (+1 eff.) Stun/Frz- +0% ---------- misc Stam/turn +0.70 Mana/turn -0.49 Equi/ret +0.04 Psi/ret +0.12 Hate/m.crit +2.00 Max.mana +99.00 Max.hate +2.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velara (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% blight Res.pen +25% blight Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning +3% physical Max.HP +47.00 Stun/Frz- +0% ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarylatar (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +12% acid +9% light +21% cold +10% fire +6% nature +10% lightning Phys.save +13 (+4 eff.) Mind.save +29 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Winterprophet' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex +3 Cun +6 Con dps ---------- Crit.mult +22.00% Dmg.mod +9% acid Res.pen +15% acid +20% cold Acc +13 (+2 eff.) Apr +13 Melee Ret 2 cold ----- def ----- Defense +3 (+1 eff.) Resists +6% acid +12% cold Phys.save +12 (+4 eff.) Stealth +13 Max.HP +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +12 Wil +6 Cun dps ---------- Mind.crit +8% ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+4 eff.) ---------- misc Max.mana +69.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +27% temporal +26% physical +20% all Res.pen +15% temporal +11% physical ----- def ----- Resists +15% all Anom.red +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Morbusgash' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +0 Str +0 Dex +0 Mag +3 Wil +0 Cun +0 Con dps ---------- Spell.crit +12% Mind.crit +3% Spell.pwr +22 (+6 eff.) Dmg.mod +18% acid +15% physical +15% fire +6% nature +17% cold Res.pen +20% darkness ----- def ----- Resists +16% acid +16% physical +9% blight +15% cold +15% fire +13% all Max.HP +49.00 HP.reg +3.40 Heal.mod +17% ---------- misc Mana/turn +0.32 Max.mana +64.00 Max.psi +10.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: Stats +6 Str +10 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Fatigue +4% Resists +14% fire +14% cold ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+3 eff.) ----- def ----- Armour +5 ---------- misc Spell.cld 10% A pair of boots made of leather. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Silence- +31% Confus- +33% Stun/Frz- +27% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
alchemist's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +12 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 3 acid 4 cold 5 fire 7 arcane 3 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane 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. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+0 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Mind.save +0 (+0 eff.) Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Daimykan the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +8 Dex +10 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Light +3 A cap made of leather. |
Yvodhetira the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +10 Cun +3 Str dps ---------- Crit.mult +20.00% Apr +5 ----- def ----- Defense +2 (+1 eff.) Mind.save +11 (+3 eff.) Silence- +0% ---------- misc Light +3 See.Invis +12 A pointy cloth hat, very wizardly... |
bladed voratun helm of constitution (+12) (0 def, 5 armour)3.0 T5 head armor [Ego+] Master While equipped: Stats +12 Str +10 Con ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 414.2 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's drakeskin leather hat of constitution (+10) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Dex +7 Con ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Infravis +8 A hat made of leather. Very stylish. |
fortifying voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% cold Max.HP +97.00 A suit of armour made of mail. |
rejuvenating voratun plate armour of Eyal (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Max.HP +64.00 HP.reg +17.90 Heal.mod +20% ---------- misc Stam/turn +2.10 A suit of armour made of metal plates. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
1103 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Uralin (dig speed 22 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +15 Str +1 Mag +6 Wil dps ---------- Phys.crit +17.0% Mind.crit +12% Crit.mult +16.00% Phys.pwr +10 (+3 eff.) Dmg.mod +3% acid +6% blight Apr +7 Melee Ret 4 arcane ----- def ----- Defense +15 (+3 eff.) Fatigue -9% ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown 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"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Toresta2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +10% acid Apr +2 Melee Ret 2 mind ----- def ----- Resists +2% physical ---------- misc Light +6 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. |
nightwalker's dwarven lantern of illusion1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +18.00% Phys.pwr +6 (+2 eff.) Dmg.mod +0% light ----- def ----- Defense +10 (+2 eff.) Phys.save +16 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) ---------- misc Light +5 See.Stealth +0 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 18] amazing fiery salve [power 18]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 3 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 18] amazing frost salve [power 18]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 266] amazing healing salve [power 266]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 266 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 18] amazing water salve [power 18]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 3 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 229] great healing salve [power 229]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 229 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 128% cooldown modifier. Heal 118 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Isyma the pouch of voratun shots (20/20, 63.5-76.2 power, 23 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 63.5 - 76.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +23 Crit +28.0% Capacity 20 Proj.spd +411% Ranged+ +12 blight On Hit.r1 +8 physical On Hit: * 29% chance to reduce strength, dexterity, and constitution by 28 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of accuracy (21/21, 67-80.4 power, 6 apr)3.0 T5 shot ammo [Ego] Master Power 67.0 - 80.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +6 Crit +7.0% Capacity 21 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Wildkin' (20/20, 66.5-79.8 power, 17 apr)3.0 T5 shot ammo [Rare] Master Power 66.5 - 79.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +17 Crit +19.0% Capacity 20 Proj.spd +200% Ranged+ +20 nature +20 fire On Hit.r1 +20 fire +20 nature +20 arcane Shots are used with slings to pummel your foes to death. |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel deflection field0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +6 (+1 eff.) Proj.slow +15% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel white light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
mastercraft explosive shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite fatal attractor0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Mayethra the iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Res.pen +5% arcane Acc +5 (+1 eff.) Apr +1 Blast the opponent's mind dealing 130 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive voratun torque of mindblast [power 395] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 490 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 38% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Porutta [power 128] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Mag +4 Con dps ---------- Mind.crit +5% Crit.mult +23.41% Phys.pwr +15 (+5 eff.) Apr +6 ----- def ----- Resists +9% physical Phys.save +21 (+7 eff.) Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By koa the Higher Psyshot level 35
37th Haze 122nd year of Ascendancy at 10:28 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By koa the Higher Psyshot level 35
30th Haze 122nd year of Ascendancy at 13:53 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By koa the Higher Psyshot level 50
66th Pyre 123rd year of Ascendancy at 22:19 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By koa the Higher Psyshot level 34
28th Haze 122nd year of Ascendancy at 23:06 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By koa the Higher Psyshot level 42
35th Regrowth 123rd year of Ascendancy at 18:50 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By koa the Higher Psyshot level 50
62nd Dusk 123rd year of Ascendancy at 10:09 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By koa the Higher Psyshot level 41
29th Regrowth 123rd year of Ascendancy at 21:05 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By koa the Higher Psyshot level 8
7th Mirth 122nd year of Ascendancy at 00:03 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By koa the Higher Psyshot level 39
25th Regrowth 123rd year of Ascendancy at 20:25 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By koa the Higher Psyshot level 50
48th Dusk 123rd year of Ascendancy at 02:32 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By koa the Higher Psyshot level 31
22nd Haze 122nd year of Ascendancy at 13:03 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By koa the Higher Psyshot level 27
7th Haze 122nd year of Ascendancy at 04:17 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By koa the Higher Psyshot level 50
62nd Dusk 123rd year of Ascendancy at 19:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By koa the Higher Psyshot level 22
52nd Dusk 122nd year of Ascendancy at 21:47 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By koa the Higher Psyshot level 50
78th Pyre 123rd year of Ascendancy at 11:51 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By koa the Higher Psyshot level 38
20th Regrowth 123rd year of Ascendancy at 01:02 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By koa the Higher Psyshot level 38
49th Haze 122nd year of Ascendancy at 05:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By koa the Higher Psyshot level 43
36th Regrowth 123rd year of Ascendancy at 07:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Higher Psyshot level 10
2nd Flare 122nd year of Ascendancy at 17:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Higher Psyshot level 20
45th Dusk 122nd year of Ascendancy at 14:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By koa the Higher Psyshot level 30
16th Haze 122nd year of Ascendancy at 20:09 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By koa the Higher Psyshot level 40
25th Regrowth 123rd year of Ascendancy at 20:25 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By koa the Higher Psyshot level 50
49th Pyre 123rd year of Ascendancy at 15:26 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By koa the Higher Psyshot level 50
77th Pyre 123rd year of Ascendancy at 06:34 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By koa the Higher Psyshot level 26
74th Dusk 122nd year of Ascendancy at 21:44 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By koa the Higher Psyshot level 50
59th Pyre 123rd year of Ascendancy at 16:16 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By koa the Higher Psyshot level 24
57th Dusk 122nd year of Ascendancy at 14:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Higher Psyshot level 15
24th Dusk 122nd year of Ascendancy at 03:21 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By koa the Higher Psyshot level 40
26th Regrowth 123rd year of Ascendancy at 01:51 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By koa the Higher Psyshot level 50
62nd Dusk 123rd year of Ascendancy at 19:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Higher Psyshot level 13
6th Dusk 122nd year of Ascendancy at 07:11 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By koa the Higher Psyshot level 50
77th Pyre 123rd year of Ascendancy at 02:00 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By koa the Higher Psyshot level 50
62nd Dusk 123rd year of Ascendancy at 19:49 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By koa the Higher Psyshot level 48
46th Pyre 123rd year of Ascendancy at 01:56 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By koa the Higher Psyshot level 45
58th Regrowth 123rd year of Ascendancy at 00:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By koa the Higher Psyshot level 22
53rd Dusk 122nd year of Ascendancy at 16:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Higher Psyshot level 14
14th Dusk 122nd year of Ascendancy at 22:08 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By koa the Higher Psyshot level 33
27th Haze 122nd year of Ascendancy at 01:13 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By koa the Higher Psyshot level 50
47th Dusk 123rd year of Ascendancy at 01:56 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Koa picks up (b.): wild infusion (res 24%; magical, physical; dur 4; cd 13).
Koa picks up (b.): heroism infusion (die at -414; dur 9; cd 33).
Koa picks up ( .): magewarrior's short dragonbone magestaff (30-36 power, 6 apr, lightning element).
Koa picks up (d.): acid wave rune (damage 236; dur 4; cd 16).
Koa picks up (k.): schematic: Alchemist's Helper.
Koa picks up ( .): caustic voratun greatsword of massacre (81.5-130.4 power, 4 apr).
Ran for 13 turns (stop reason: interesting terrain).
There is no portal to activate here.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Today is the 64th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 65th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 66th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 67th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Ran for 2 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Koa deactivates Molten Iron Blood.
A psionic shield forms around koa.
Koa deactivates Mechanical Arms.
Koa deactivates Gestalt.













































































































































































