


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 50 / 1407% |
| Size | medium |
| Lifes / Deaths | 0 / 8 |
Primary Stats
| Strength | 112 (base 64) |
| Dexterity | 58 (base 60) |
| Constitution | 79 (base 41) |
| Magic | 20 (base 10) |
| Willpower | 38 (base 15) |
| Cunning | 73 (base 63) |
Resources
| Life | -22/1706 |
| Steam | 44/112 |
| Healing Factor | 1.6596626506024 |
| Regeneration | 7.0535662650602 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 59.568167798474 |
| See Invisible | 59.568167798474 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 49 |
| Crit Chance | 50% |
| APR | 76 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 49 |
| Crit Chance | 30% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +34% |
| Acid | +24% |
| Darkness | +6% |
| All | +0% |
Offense: Damage Penetration
| Acid | +40% |
| Darkness | +50% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 116.72307323196 (100%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 54 |
| Physical Save | 72 |
| Spell Save | 64 |
| Mental Save | 58 |
Defense: Resistances
| Acid | 54%( 70%) |
| Blight | 70%( 70%) |
| Arcane | 40%( 70%) |
| Cold | 47%( 70%) |
| All | 15%( 70%) |
| Darkness | 64%( 70%) |
| Light | 45%( 70%) |
| Temporal | 28%( 70%) |
| Lightning | 66%( 70%) |
| Physical | 70%( 70%) |
| Fire | 70%( 70%) |
| Nature | 44%( 70%) |
Defense: Immunities
| Teleport Resistance | 50% |
| Pinning Resistance | 18% |
| Disarm Resistance | 75% |
| Confusion Resistance | 41% |
| Knockback Resistance | 100% |
| Stun Resistance | 92% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 55 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 62 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.6 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 851% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Steamtech / Butchery | 1.55 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Melting Point |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Cannot heal higher than 1165 life. Blood Lock |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 313.05 fire damage, and talent cooldowns are increased by 116% plus 1 turn. Burning Hex |
| detrimental effect | The target has been splashed with acid, taking 10.86 acid damage per turn, reducing armour by 0 and attack by 32. Acid Splash |
| beneficial effect | Immune to physical effects. Spine of the World |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You have created a portal back to Maj&039;s request to study it. You must now look for the athame and diamond in Reknor. Back and there againYou brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
Escort: lost warrior (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Layira the skeleton master archer. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | active |
From bellow, it devours | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 |
The Doom of the World! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | 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&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (9 def, 23 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +23 Str -6 Dex +12 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +23 Hardiness +20% Defense +9 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% ---------- misc Talents +5 Rocket Boots These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Duskpyre1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +6% darkness Res.pen +25% acid +25% darkness Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% darkness Blind- +38% Confus- +21% ---------- misc Light +7 See.Stealth +17 See.Invis +17 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Galevon the voratun helm (0 def, 13 armour) 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +25 (+9 eff.) ----- def ----- Armour +13 Fatigue +5% Resists +20% light +15% fire +6% blight +13% cold +3% nature +25% darkness Phys.save +13 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +7 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (7 def, 9 armour) 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +9 Defense +7 (+2 eff.) Spell.save +17 (+4 eff.) ---------- misc Light +1 Talents +5 Spring Grapple Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 145.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | The Guardian&2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 3/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | voratun ring &039;0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% physical ----- def ----- Resists +19% physical +18% fire Crit.dmg- 15.00% Spell.save +12 (+3 eff.) Disarm- +15% Teleport- +50% Rings can have magical properties. |
| Around neck | Sparkstun0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +7 Resists +9% blight +4% physical +6% fire +6% lightning Phys.save +10 (+3 eff.) Disease- +15% Stun/Frz- +15% ---------- misc Masteries +0.25 Steamtech/Butchery Amulets can have magical properties. |
| In main hand | Dagidil the Puspall (39.5-59.25 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +110 Melee+ +18 acid On Hit.r1 +8 nature On Hit: * Slows global speed by 40% * 25% chance to put talents on cooldown On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +7 Defense +26 (+8 eff.) Fatigue +12% Resists +3% fire Disarm- +29% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Liseth (39.5-59.25 power, 25 apr) 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 Melee+ +12 physical On Hit.r1 +16 physical On Hit: * splashes acid on your target dealing 79 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Acc +4 (+2 eff.) ----- def ----- Armour +14 Defense +12 (+4 eff.) Fatigue +12% Resists +19% physical Heal.mod +5% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Duskpunish (14 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +5 Wil +4 Cun +5 Con dps ---------- Spell.crit +7% Res.pen +25% darkness ----- def ----- Defense +14 (+4 eff.) Fatigue -8% Resists +30% lightning Phys.save +13 (+4 eff.) Max.HP +56.00 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 | voratun plate armour &039; (9 def, 26 armour) 17.0 T5 massive armor [Random Unique] Nature/Disrupt While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +9% acid Res.pen +15% acid Melee Ret 0 physical On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +26 Defense +9 (+3 eff.) Fatigue +26% Resists +16% acid +12% physical +6% darkness +10% cold +19% blight +12% fire +16% nature +9% lightning Crit.dmg- 35.00% Max.HP +64.00 HP.reg +2.80 Heal.mod +17% Disarm- +31% Stun/Frz- +27% Knockbk- +31% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It& |
medical injector implant of the duelist (efficiency 127% / cooldown 67%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 145% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 234% / cooldown 93%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 93%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 71 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 13)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 49 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the warrior (828% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled &039;0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Ce&0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +9% blight +15% arcane Melee Ret 20 temporal ---------- misc Mana/turn +0.16 Vim/s.crit +3.00 Max.vim +20.00 Masteries +0.26 Steamtech/Physics Amulets can have magical properties. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
voratun amulet &039;0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +9 (+1 eff.) Dmg.mod +6% physical +6% temporal +7% light +6% darkness Melee Ret 4 arcane ----- def ----- Fatigue -10% Crit.dmg- 5.00% Spell.save +9 (+2 eff.) HP.reg +2.70 ---------- misc Masteries +0.40 Steamtech/Automated butchery Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Cyrorialaith the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +2 Wil +10 Con ----- def ----- Blind- +32% ---------- misc Infravis +7 See.Stealth +10 See.Invis +7 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
steel ring &039;0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +2 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +12% acid Melee Ret 4 nature ----- def ----- Resists +24% acid ---------- misc See.Invis +6 Rings can have magical properties. |
Hettantir the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +6 Dex +2 Mag +5 Wil +3 Con ----- def ----- Mind.save +7 (+2 eff.) Confus- +23% Rings can have magical properties. |
sneakthief&0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+3 eff.) Rings can have magical properties. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 50.42 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +30% acid +30% fire +29% cold +30% lightning Rings can have magical properties. |
balanced dwarven-steel greatsword of erosion (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 nature +20 temporal While equipped: dps ---------- Acc +16 (+6 eff.) ----- def ----- Defense +14 (+4 eff.) Disarm- +52% Massive two-handed swords. |
elemental voratun waraxe of daylight (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +16% acid +17% fire +17% cold +17% lightning One-handed war axes. |
voratun dagger &039; (38.5-50.05 power, 10 apr)1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 38.5 - 50.1 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +10.0% Atk.spd 100% On Crit.r2 +16 lightning On Hit: * 20% chance to daze at end of turn * Slows global speed by 21% * leeches stamina from the target While equipped: Stats +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% physical Res.pen +22% physical Apr +12 Melee Ret 13 nature slow ----- def ----- Armour +8 ---------- misc Max.stam +15.00 Sharp, short and deadly. |
resonating thorny mindstar of balance (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% mind Res.pen +7% mind ----- def ----- Resists +7% mind Dmg.Resnn +17% Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.70 Psi/ret +1.50 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. |
mitotic pulsing mindstar of persecution (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +13.5% Atk.spd 100% Against +21% Unnatural On Hit: * Slows global speed by 16% * 17% chance to corrode armour by 30% * disrupts spell-casting While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Issolathahek the voratun steamsaw (41.5-62.25 power, 25 apr)3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: Stats +7 Cun +6 Con dps ---------- Crit.mult +25.00% Mind.pwr +18 (+6 eff.) On Melee Ret: * 20% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +20% acid ---------- misc Telepathy Dragon Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic voratun steamsaw of crippling (41-61.5 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Melee+ +20 acid On Crit: * splashes the target with acid * cripple the target Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Mind.save +19 (+5 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of Eyal (5 def, 28 armour)14.0 T5 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +28 Defense +5 (+1 eff.) Fatigue +16% Max.HP +88.00 HP.reg +4.00 Heal.mod +26% A suit of armour made of mail. |
rough leather belt &039;1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Mag +8 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Fatigue -4% Resists +6% acid Spell.save +6 (+2 eff.) ---------- misc Max.enc +0 Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 226 damage and damages attackers striking the wearer for 28 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Breezeschism1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% temporal Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature Max.HP +50.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
linen cloak &039; (14 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +14 (+4 eff.) Rng.Def +6 (+2 eff.) Resists +0% lightning +3% physical +3% darkness +3% fire +0% nature +0% cold Phys.save +6 (+2 eff.) Poison- +5% Silence- +5% Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (11 def, 12 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Wil ----- def ----- Armour +12 Defense +11 (+3 eff.) Resists +12% cold Crit.dmg- 5.00% Phys.save +14 (+4 eff.) Spell.save +23 (+6 eff.) Mind.save +23 (+6 eff.) ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Spell/Divination +0.10 Chronomancy/Chronomancy See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you&039;ll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you&WHITEANTIQUE_WHITE |
Blazesnake (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Mag dps ---------- Res.pen +10% fire Melee Ret 4 fire ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Glera the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 31% ----- def ----- Armour +5 Fatigue +5% Resists +3% physical +3% temporal Phys.save +24 (+6 eff.) Spell.save +46 (+12 eff.) Mind.save +11 (+3 eff.) ---------- misc Telepathy All A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (70 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (120 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 33.33 fire damage and 35.33 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Morbusspitter (0 def, 3 armour)1.0 T5 hands armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +11% arcane Res.pen +15% acid +15% nature Melee Ret 12 nature ----- def ----- Armour +3 Resists +18% acid +9% temporal +24% nature Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +19 arcane +28 acid On Crit.r2 +11 arcane +8 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather hat of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: Stats +0 Cun ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal +6% cold Mind.save +0 (+0 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+7 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire 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! |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+7 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +0 Cun +5 Con dps ---------- Dmg.mod +10% physical Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Light +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
4 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. |
5 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. |
3 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
2 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. |
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. |
3 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. |
3 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
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. |
5 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. |
5 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 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. |
6 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 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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. |
16 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. |
13 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. |
16 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. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
Atamathon&0.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
1980 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. |
73 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armour0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 66% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 524] amazing healing salve [power 524]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 66% cooldown modifier. Heal 524 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 145] amazing unstoppable force salve [power 145]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 66% cooldown modifier. Increases all saves by 145 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Rungof&1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Foghash (dig speed 13 turns)3.0 T5 digger tool [Rare] Psionic While equipped: Stats +12 Str +3 Dex +2 Wil +3 Con dps ---------- Dmg.mod +13% mind +15% fire Res.pen +15% darkness ----- def ----- Crit.dmg- 10.00% Mind.save +13 (+4 eff.) ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog&2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 A hypospray full of ...something. There is no telling what you& |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 54.33 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
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. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 280.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Koralin [power 91] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +9 Mag +3 Wil dps ---------- Phasing +50% ----- def ----- Spell.save +29 (+7 eff.) ---------- misc Mana/turn +0.08 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield [power 73] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 73 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of thermal psionic shield &039; [power 91] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +6 Dex dps ---------- Res.pen +20% physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +45 (+11 eff.) HP.reg +0.60 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 91 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield &039; [power 131] (20 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Crit.mult +6.00% Dmg.mod +6% physical On Hit (Melee): * 31% chance to corrode armour by 30% ----- def ----- Armour +6 Phys.save +6 (+2 eff.) HP.reg +0.40 Heal.mod +20% Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Glavea [power 81] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +6 (+1 eff.) Dmg.mod +6% mind Apr +4 ----- def ----- Armour +4 ---------- misc Stam/turn +0.60 Psi/ret +0.20 Telepathy Demon/Minor Demon/Major Harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 120.00 temporal and 127.20 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ondrsnal the Dwarf Sawbutcher level 39
11st Loss 123rd year of Ascendancy at 18:19 see stats
A different point of view (Insane (Adventure) difficulty)
7th Shortage 122nd year of Ascendancy at 20:08 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ondrsnal the Dwarf Sawbutcher level 38
9th Loss 123rd year of Ascendancy at 15:42 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Ondrsnal the Dwarf Sawbutcher level 43
17th Shortage 123rd year of Ascendancy at 05:14 see stats
Back and there again (Insane (Adventure) difficulty)
25th Profit 124th year of Ascendancy at 15:46 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ondrsnal the Dwarf Sawbutcher level 42
15th Shortage 123rd year of Ascendancy at 02:10 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ondrsnal the Dwarf Sawbutcher level 18
29th Loss 122nd year of Ascendancy at 03:45 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Ondrsnal the Dwarf Sawbutcher level 34
40th Dearth 123rd year of Ascendancy at 16:35 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ondrsnal the Dwarf Sawbutcher level 17
15th Loss 122nd year of Ascendancy at 18:37 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ondrsnal the Dwarf Sawbutcher level 40
12nd Shortage 123rd year of Ascendancy at 03:18 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ondrsnal the Dwarf Sawbutcher level 30
43rd Stralite 123rd year of Ascendancy at 14:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ondrsnal the Dwarf Sawbutcher level 20
6th Shortage 122nd year of Ascendancy at 19:42 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ondrsnal the Dwarf Sawbutcher level 30
43rd Stralite 123rd year of Ascendancy at 03:48 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ondrsnal the Dwarf Sawbutcher level 50
28th Dearth 124th year of Ascendancy at 01:21 see stats
Home sweet home (Insane (Adventure) difficulty)
7th Shortage 122nd year of Ascendancy at 19:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ondrsnal the Dwarf Sawbutcher level 10
28th Wealth 122nd year of Ascendancy at 19:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ondrsnal the Dwarf Sawbutcher level 20
2nd Shortage 122nd year of Ascendancy at 18:25 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ondrsnal the Dwarf Sawbutcher level 30
42nd Stralite 123rd year of Ascendancy at 05:19 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ondrsnal the Dwarf Sawbutcher level 40
10th Shortage 123rd year of Ascendancy at 04:04 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ondrsnal the Dwarf Sawbutcher level 50
25th Profit 124th year of Ascendancy at 13:05 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Ondrsnal the Dwarf Sawbutcher level 50
25th Profit 124th year of Ascendancy at 21:09 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ondrsnal the Dwarf Sawbutcher level 50
27th Dearth 124th year of Ascendancy at 07:18 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ondrsnal the Dwarf Sawbutcher level 50
45th Profit 124th year of Ascendancy at 07:12 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ondrsnal the Dwarf Sawbutcher level 27
5th Steel 123rd year of Ascendancy at 10:30 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ondrsnal the Dwarf Sawbutcher level 34
9th Wealth 123rd year of Ascendancy at 03:19 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ondrsnal the Dwarf Sawbutcher level 41
12nd Shortage 123rd year of Ascendancy at 19:51 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ondrsnal the Dwarf Sawbutcher level 21
29th Shortage 122nd year of Ascendancy at 19:45 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ondrsnal the Dwarf Sawbutcher level 41
12nd Shortage 123rd year of Ascendancy at 04:38 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ondrsnal the Dwarf Sawbutcher level 5
18th Voratun 122nd year of Ascendancy at 22:24 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ondrsnal the Dwarf Sawbutcher level 20
6th Shortage 122nd year of Ascendancy at 12:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ondrsnal the Dwarf Sawbutcher level 12
21st Dearth 122nd year of Ascendancy at 04:23 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ondrsnal the Dwarf Sawbutcher level 21
7th Shortage 122nd year of Ascendancy at 20:08 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ondrsnal the Dwarf Sawbutcher level 10
12nd Dearth 122nd year of Ascendancy at 14:52 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ondrsnal the Dwarf Sawbutcher level 32
41st Profit 123rd year of Ascendancy at 22:02 see stats
There and back again (Insane (Adventure) difficulty)
13rd Iron 124th year of Ascendancy at 15:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ondrsnal the Dwarf Sawbutcher level 20
7th Shortage 122nd year of Ascendancy at 17:03 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ondrsnal the Dwarf Sawbutcher level 14
30th Dearth 122nd year of Ascendancy at 20:39 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ondrsnal the Dwarf Sawbutcher level 38
9th Loss 123rd year of Ascendancy at 08:18 see stats
Log
Ondrsnal uses To The Arms.
Ondrsnal is covered in acid!
Argoniel resists!
Ondrsnal leeches life from Xorn!
Ondrsnal hits Elandar for 2 nature damage.
Ondrsnal hits Argoniel for 187 physical, 14 acid, 4 nature (205 total damage).
Ondrsnal hits Xorn for 8 nature damage.
Argoniel hits Ondrsnal for 126 fire damage.
Ondrsnal receives 4 healing from Xorn.
Stone Guardian&59 nature damage.
Stone Guardian is invigorated by the attack!
Elandar hits Stone Guardian for 294 arcane damage.
Elandar performs a melee critical strike against Stone Guardian!
Stone Guardian is invigorated by the attack!
Stone Guardian is invigorated by the attack!
Elandar hits Stone Guardian for 225 arcane damage.
Elandar&fbd578LASTLIGHT_REDLASTLAST039;s fire area effect hits Argoniel for 182 fire damage.
Elandar&LIGHT_REDLASTLASTaaaaaaLASTLASTLAST{bold}039;s spell attains critical power!
Bleeding from Argoniel hits Elandar for 6 physical damage.
Strangle Hold from Stone Guardian hits Elandar for 17 nature damage.
Grappled from Stone Guardian hits Elandar for 9 physical damage.
Argoniel casts Acid Strike.
Argoniel performs a melee critical strike against Ondrsnal!
Ondrsnal shrugs off the critical damage!
Stone Guardian is invigorated by the attack!
Saving game...























































































































































