












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Arcane Blade |
| Level / Exp | 38 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 3 on the 11st Retaking 124th year of Ascendancy at 17:32 5 / 2Killed by High Sun Paladin Aeryn at level 33 on the 3rd Dearth 124th year of Ascendancy at 03:37 |
Primary Stats
| Strength | 58 (base 24) |
| Dexterity | 30 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 94 (base 60) |
| Willpower | 43 (base 23) |
| Cunning | 95 (base 56) |
Resources
| Mana | 222/222 |
| Life | 1229/1229 |
| Positive | 146/146 |
| Stamina | 298/298 |
| Steam | 100/100 |
| Healing Factor | 1.424804467222 |
| Regeneration | 11.754636854581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +85.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 43.973116976327 |
| See Invisible | 43.973116976327 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 54 |
| Crit Chance | 49% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Acid | +18% |
| Nature | +15% |
| Temporal | +9% |
| Cold | +12% |
| Lightning | +84% |
| Fire | +26% |
| All | +6% |
Offense: Damage Penetration
| Lightning | +20% |
| Light | +15% |
| Temporal | +15% |
| Darkness | +20% |
| Cold | +10% |
| Fire | +35% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 54.324694527372 (93.607947236566%) |
| Defense | 49 |
| Ranged Defense | 57 |
| Fatigue | 16 |
| Physical Save | 34 |
| Spell Save | 53 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Lightning | + 69%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 48%( 70%) |
| Darkness | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 42% |
| Poison Resistance | 100% |
| Disarm Resistance | 90% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Silence Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| 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 110% efficiency and cooldown mod of 52%. Its effects scale with your Willpower 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 146% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (540 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 454 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Chant of Resistance |
| talent | Thunderstorm |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Stone Skin |
| talent | Shielding |
| talent | Defensive Posture |
| beneficial effect | You have 2 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Blazeworth (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Dmg.mod +18% lightning +9% nature +12% acid Melee Ret 8 acid ----- def ----- Armour +4 Fatigue +3% Resists +9% acid Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% 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 4 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 127% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Skybone1.0 T3 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Crit.mult +20.00% Dmg.mod +9% lightning Res.pen +15% fire Melee Ret 10 mind ---------- misc Equi/ret +0.24 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) Mov.spd +10% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness Silence- +40% ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| Tool | Zuborawe the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Apr +13 ----- def ----- Defense +30 (+10 eff.) Spell.save +18 (+6 eff.) Disarm- +20% Confus- +20% Teleport- +20% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +14% fire Res.pen +5% lightning +5% acid Acc +10 (+3 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Defense +11 (+3 eff.) Resists +6% acid +28% fire Max.HP +58.00 HP.reg +6.00 Heal.mod +13% Can be unequipped or rerolled. 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 "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? |
| On fingers | solipsist's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around waist | Radhozor the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +9 Wil +6 Cun +4 Con dps ---------- Against +28% Summoned ----- def ----- Defense +0 (+0 eff.) Resists +6% fire D.Red.from +19% Summoned Proj.slow +0% ---------- misc Light +1 A belt that goes around your waist. |
| In main hand | Duskarc the dragonbone vilestaff (136% power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +27 (+7 eff.) Dmg.mod +30% lightning +3% temporal +6% darkness Res.pen +15% lightning +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% darkness +23% temporal Def/telep +10 Res/telep +16% Dur/telep +24% ---------- misc Mana/turn +5.00 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's voratun gauntlets of strength (+4) (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag +4 Wil dps ---------- Phys.pwr +14 (+3 eff.) Melee+ 7 acid 6 fire 6 cold 7 lightning ----- def ----- Armour +3 Fatigue +5% Disarm- +70% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 143% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +19 ice +13 fire +14 acid +9 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Hettebers the Blazeraptor (20 def, 14 armour) 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +14 Hardiness +20% Defense +20 (+6 eff.) Fatigue +27% Resists +19% lightning +3% fire +5% arcane +6% light Mind.save +18 (+6 eff.) Heal.mod +20% A suit of armour made of metal plates. |
| Cloak | Emamina the Voidmark (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% cold +20% darkness +15% light Acc +23 (+7 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -7% Resists +30% lightning +12% cold +18% darkness Max.HP +80.00 Stun/Frz- +50% ---------- misc Max.stam +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cracklewreath the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +9% lightning Melee Ret 6 darkness ----- def ----- Fatigue -5% Resists +9% lightning +5% physical Phys.save +12 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Inventory
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. |
3 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. |
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. |
2 schematic: Fiery 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: 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: 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. |
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. |
4 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. |
3 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. |
2 schematic: Mana 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. |
2 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. |
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. |
2 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. |
3 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. |
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. |
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. |
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. |
3 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. |
2 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. |
Strikerip the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Armour +10 Resists +12% lightning +7% physical +15% cold +9% blight Crit.dmg- 10.00% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
starseer's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +11.00% Spell.pwr +4 (+1 eff.) Dmg.mod +5% light +6% temporal +6% darkness +5% physical Acc +6 (+2 eff.) Apr +11 Amulets make your neck look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
marksman's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +25% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Obliterator (159% power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 58 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
flaming iron greatsword of massacre (124% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 124% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed swords. |
ash magestaff of fate (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +4 Mag +12 Wil +6 Cun +11 Con ----- def ----- Max.HP +31.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Flashbrawn the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +6% light Melee Ret 8 acid 10 light ----- def ----- Resists +10% lightning +9% temporal +9% acid A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +0% lightning +15% cold Phys.save +10 (+5 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Woebolt (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Wil +6 Cun +8 Con dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Resists +6% lightning Phys.save +6 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Light +3 A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's dwarven-steel gauntlets of strength (+6) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +3 Dex +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Disarm- +0% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 128% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +9 Crit +12.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 Disarm- +0% ---------- misc Stam/turn +0.50 Max.stam +13.00 Unarmed combat: Power 101% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +6.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Melee+ 7 darkness Dmg.mod +6% darkness ----- def ----- Armour +2 Resists +5% light +15% darkness Disarm- +0% ---------- misc Infravis +1 Unarmed combat: Power 116% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 light +16 darkness On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 23% Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 83.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belogund the Fogstalker (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical +12% darkness +6% fire Phys.save +8 (+4 eff.) Poison- +20% Cut- +10% Silence- +0% Disarm- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Eilinoma the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +7 Cun +12 Wil dps ---------- Mind.crit +2% ----- def ----- Defense +2 (+0 eff.) Mind.save +8 (+3 eff.) Silence- +0% ---------- misc Psi/ret +0.08 Max.hate +6.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Nerekira' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Dex +5 Wil +5 Cun dps ---------- Mind.pwr +5 (+2 eff.) S.pwr/crit +10 Dmg.mod +12% arcane Apr +4 ----- def ----- Defense +2 (+0 eff.) ---------- misc Stam/turn +2.00 Max.mana +100.00 Max.stam +30.00 A pointy cloth hat, very wizardly... |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Silence- +0% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
38 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. |
Rhagoyatir the Flashtrail (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex +4 Mag dps ---------- Res.pen +10% mind ----- def ----- Fatigue -7% Resists +15% lightning Crit.dmg- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Huridan1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Str +3 Con dps ---------- Mind.crit +6% Phys.pwr +5 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% physical Acc +15 (+5 eff.) ----- def ----- Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of illusion0.0 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +13 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of illusion0.0 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
36 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. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 144% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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 240/400 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. |
potent fiery salve [power 20] potent fiery salve [power 20]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Remove 1 magical effects and grants a fiery aura (20% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent pain suppressor salve [power 225] potent pain suppressor salve [power 225]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Let you fight up to -225 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
potent water salve [power 20] potent water salve [power 20]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Remove 1 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 24] powerful fiery salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Remove 2 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 325] powerful healing salve [power 325]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Heal 325 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 281] powerful pain suppressor salve [power 281]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Let you fight up to -281 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel deflection field0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +6 (+2 eff.) Proj.slow +15% 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! |
extending elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
27 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. |
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. |
2 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. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Seppo the Whitehoof Arcane Blade level 16
8th Revenge 124th year of Ascendancy at 03:19 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Seppo the Whitehoof Arcane Blade level 12
35th Retaking 124th year of Ascendancy at 10:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Seppo the Whitehoof Arcane Blade level 30
25th Pain 124th year of Ascendancy at 00:52 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Seppo the Whitehoof Arcane Blade level 10
21st Retaking 124th year of Ascendancy at 00:19 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Seppo the Whitehoof Arcane Blade level 20
26th Revenge 124th year of Ascendancy at 02:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Seppo the Whitehoof Arcane Blade level 30
20th Pain 124th year of Ascendancy at 03:37 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Seppo the Whitehoof Arcane Blade level 33
36th Pain 124th year of Ascendancy at 03:16 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Seppo the Whitehoof Arcane Blade level 36
14th Dearth 124th year of Ascendancy at 05:12 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Seppo the Whitehoof Arcane Blade level 18
9th Revenge 124th year of Ascendancy at 08:53 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Seppo the Whitehoof Arcane Blade level 37
14th Dearth 124th year of Ascendancy at 18:31 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Seppo the Whitehoof Arcane Blade level 30
20th Pain 124th year of Ascendancy at 15:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Seppo the Whitehoof Arcane Blade level 24
32nd Revenge 124th year of Ascendancy at 13:53 see stats
Log
You gain 25.00 gold from the melting of dwarven-steel waraxe 'Duvistir' (148% power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 20.91 gold from the melting of Thunderknight the stralite waraxe (153% power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Porulaith (136% power, 5 apr).
You gain 4.50 gold from the melting of reinforced leather sling of true flight.
You collect a new ingredient: lump of stralite (1).
You gain 20.17 gold from the melting of stralite mace 'Mardavor' (148% power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 1.75 gold from the melting of acidic stralite mace (144% power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.03 gold from the melting of hateful dwarven-steel longsword of projection (122% power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of stralite greatmaul (165% power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.85 gold from the melting of flaming stralite dagger of crippling (135% power, 9 apr).
You gain 3.21 gold from the melting of mindweaver's stralite amulet.
You gain 0.55 gold from the melting of shatter afflictions rune (absorb 27; cd 13).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 1.17 gold from the melting of regeneration infusion (heal 225; 12 cd).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
There is a Strange mechanical mole here (press '' or right click to use).
The furious lightning storm around Seppo calms down and disappears.






























































































































