









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Inferno Race Pack 1.7.0Adds a collection of my races. Ashes of Urh'Rok 1.7.4Official 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:
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Whitehoof Buffs 1.7.4This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made: Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7 Should work perfectly fine with addons that make Whitehoof playable in the main campaign too. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dragonborn |
Class | Wyrmic |
Level / Exp | 50 / 704% |
Size | huge |
Lifes / Deaths | Killed by skeleton warrior at level 3 on the 76th Pyre 122nd year of Ascendancy at 01:38 4 / 3Killed by Weirdling Beast at level 15 on the 4th Dusk 122nd year of Ascendancy at 09:58 Killed by Vorilaith the Guardian at level 49 on the 10th Dusk 123rd year of Ascendancy at 16:40 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 101 (base 60) |
Constitution | 126 (base 60) |
Magic | 55 (base 11) |
Willpower | 146 (base 60) |
Cunning | 85 (base 34) |
Resources
Life | 2733/2733 |
Mana | 0/1074 |
Stamina | 587/587 |
Equilibrium | 30 |
Healing Factor | 2.5 |
Regeneration | 208.86444502713 |
Speed
Mental | +4.39722075025% |
Attack | +14.39722075025% |
Movement | +102.41577884941% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 17 |
See Invisible | 18 |
Offense: Mainhand
Damage | 246 |
Accuracy | 92 |
Crit Chance | 60% |
APR | 27 |
Speed | 0.96 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 72 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 24% |
Speed | 0.87414711077919 |
Offense: Damage Bonus
Acid | +25% |
Blight | +25% |
Arcane | +15% |
Cold | +25% |
All | +2% |
Darkness | +50% |
Bleed | +13% |
Physical | +25% |
Lightning | +25% |
Mind | +21% |
Fire | +25% |
Nature | +65% |
Offense: Damage Penetration
Acid | +85% |
Blight | +70% |
Arcane | +57% |
Cold | +75% |
All | +30% |
Physical | +70% |
Lightning | +70% |
Light | +37% |
Temporal | +37% |
Mind | +37% |
Darkness | +70% |
Fire | +70% |
Nature | +80% |
Defense: Base
Armour (hardiness) | 122.72831898368 (96.438666929426%) |
Defense | 59 |
Ranged Defense | 63 |
Fatigue | 47 |
Physical Save | 82 |
Spell Save | 75 |
Mental Save | 77 |
Defense: Resistances
Acid | + 60%( 85%) |
Blight | + 85%( 85%) |
Arcane | + 42%( 85%) |
Cold | + 72%( 85%) |
All | + 27%( 85%) |
Physical | + 41%( 85%) |
Lightning | + 65%( 85%) |
Light | + 39%( 85%) |
Temporal | + 60%( 85%) |
Mind | + 36%( 85%) |
Darkness | + 85%( 85%) |
Fire | + 73%( 85%) |
Nature | + 66%( 85%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 68% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 99% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 832 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 818 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 2.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 2.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Dragonborn | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Icy Skin |
talent | Precise Strikes |
talent | Meditation |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2018. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 12 darkness Changes stats: +6 Cun / +6 Wil Changes resistances: +9% darkness / +12% fire Changes resistances penetration: +5% cold Physical save: +13 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +47% Life regen: +19.00 Healing mod.: +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +10 (+2 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 82% Damage when hit (Melee): 6 nature Changes stats: +2 Str / +7 Mag / +2 Con Blindness immunity: +40% Confusion immunity: +28% Maximum life: +67.00 Maximum stamina: +30.00 Spellpower: +17 (+5 eff.) Light radius: +12 See stealth: +17 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +30 (+6 eff.) Spell save: +30 (+7 eff.) Mental save: +30 (+7 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." This item has been sent to the Item's Vault. This object's appearance was changed to The Black Crown. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +60 (+10 eff.) Armour penetration: +3 Armour: +3 Defense: +15 (+4 eff.) Fatigue: +5% Damage (Melee): 19 arcane Changes stats: +3 Str / +11 Dex / +12 Mag / +10 Wil / +6 Cun Changes resistances: +10% light / +22% darkness / +9% arcane Changes resistances penetration: +15% acid Changes damage: +7% arcane Spellpower: +16 (+4 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 59.06 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +15% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." This item has been sent to the Item's Vault. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce strength, dexterity, and constitution by 32 Damage (Ranged): 11 fetid Damage when hit (Melee): 4 nature Changes stats: +7 Con Changes resistances: +9% mind / +3% nature Changes resistances penetration: +10% nature Changes damage: +9% mind Physical save: +14 (+3 eff.) Spell save: +15 (+3 eff.) Life regen: +20.00 Maximum life: +79.00 Healing mod.: +17% Can be unequipped, can't be rerolled. It can be used to 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 Activation costs 1 power out of 1/1. "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? |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 20 bleed Damage when hit (Melee): 12 arcane / 12 cold Changes stats: +8 Str / +17 Dex / +9 Cun / +16 Con Changes resistances: +6% lightning / +30% temporal / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +11% bleed Physical save: +18 (+4 eff.) Pinning immunity: +48% Knockback immunity: +43% Life regen: +14.00 Stamina each turn: +0.90 Maximum life: +80.00 Movement speed: +10% It can be used to activate talent Frenzy, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 29% (at 0 Hate) to 58% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -25 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +30% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." This item has been sent to the Item's Vault. |
Around waist | ![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +6 Str / +8 Wil / +8 Cun / +6 Con Changes resistances: +4% physical / +6% mind / +3% temporal Damage against: +38% Summoned Reduced damage from: +45% Summoned Physical save: +25 (+5 eff.) Spell save: +15 (+3 eff.) Teleport immunity: +20% Only die when reaching: -40.00 life Mindpower: +17 (+3 eff.) Light radius: +2 Size category: +2 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | ![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +12% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." This item has been sent to the Item's Vault. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 24% chance to reduce armor by 42% Changes stats: +4 Str / +4 Mag / +10 Wil / +5 Cun / +9 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +5% arcane Changes damage: +6% arcane Talent granted: +4 Glorious Presence Reduces incoming crit damage: 40.00% Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+5 eff.) Mindpower: +10 (+2 eff.) Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 35.0% chance for an additional save against it and 89.8 bonus armor for 2 turns. (Based on your Constitution and Willpower) It can be used to activate talent Allure (costing 30 power out of 30/30) : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Description: Allure foes in a radius of 5.0, forcing them to attack you and muddling their minds, potentially numbing, blinding, exposing, confusing, or silencing them. The power of these effects is 46.0, based on Mindpower. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 20 temporal / 20 physical Changes stats: +16 Str / +2 Dex / +8 Wil / +16 Cun Changes resistances: +22% blight / +3% acid Changes damage: +19% blight Disease immunity: +10% Silence immunity: +20% Disarm immunity: +10% Pinning immunity: +24% Stun/Freeze immunity: +24% Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +14 (+4 eff.) Damage (Melee): 13 shadowflame Effects on ranged hit: * 13% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% acid / +1% physical / +3% nature Spell save: +10 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +47% Knockback immunity: +20% Life regen: +5.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 74% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 758 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Wyrmbane the Dragonborn Wyrmic level 31
38th Regrowth 123rd year of Ascendancy at 06:59 see stats
By Wyrmbane the Dragonborn Wyrmic level 50
15th Haze 123rd year of Ascendancy at 18:36 see stats
By Wyrmbane the Dragonborn Wyrmic level 31
17th Regrowth 123rd year of Ascendancy at 11:24 see stats
By Wyrmbane the Dragonborn Wyrmic level 35
50th Regrowth 123rd year of Ascendancy at 06:25 see stats
By Wyrmbane the Dragonborn Wyrmic level 36
55th Regrowth 123rd year of Ascendancy at 03:10 see stats
By Wyrmbane the Dragonborn Wyrmic level 41
20th Pyre 123rd year of Ascendancy at 15:57 see stats
By Wyrmbane the Dragonborn Wyrmic level 34
47th Regrowth 123rd year of Ascendancy at 20:22 see stats
By Wyrmbane the Dragonborn Wyrmic level 26
64th Haze 122nd year of Ascendancy at 19:23 see stats
By Wyrmbane the Dragonborn Wyrmic level 42
42nd Pyre 123rd year of Ascendancy at 08:30 see stats
By Wyrmbane the Dragonborn Wyrmic level 21
19th Haze 122nd year of Ascendancy at 02:58 see stats
By Wyrmbane the Dragonborn Wyrmic level 33
44th Regrowth 123rd year of Ascendancy at 18:49 see stats
By Wyrmbane the Dragonborn Wyrmic level 41
24th Pyre 123rd year of Ascendancy at 13:33 see stats
By Wyrmbane the Dragonborn Wyrmic level 39
1st Time of Balance 123rd year of Ascendancy at 01:34 see stats
By Wyrmbane the Dragonborn Wyrmic level 17
29th Dusk 122nd year of Ascendancy at 01:10 see stats
By Wyrmbane the Dragonborn Wyrmic level 25
53rd Haze 122nd year of Ascendancy at 06:42 see stats
By Wyrmbane the Dragonborn Wyrmic level 26
65th Haze 122nd year of Ascendancy at 04:22 see stats
By Wyrmbane the Dragonborn Wyrmic level 50
29th Haze 123rd year of Ascendancy at 09:57 see stats
By Wyrmbane the Dragonborn Wyrmic level 46
7th Mirth 123rd year of Ascendancy at 18:21 see stats
By Wyrmbane the Dragonborn Wyrmic level 32
42nd Regrowth 123rd year of Ascendancy at 03:16 see stats
By Wyrmbane the Dragonborn Wyrmic level 16
4th Dusk 122nd year of Ascendancy at 12:58 see stats
By Wyrmbane the Dragonborn Wyrmic level 42
65th Pyre 123rd year of Ascendancy at 02:48 see stats
By Wyrmbane the Dragonborn Wyrmic level 38
55th Regrowth 123rd year of Ascendancy at 08:54 see stats
By Wyrmbane the Dragonborn Wyrmic level 31
19th Regrowth 123rd year of Ascendancy at 02:38 see stats
By Wyrmbane the Dragonborn Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 03:11 see stats
By Wyrmbane the Dragonborn Wyrmic level 20
7th Haze 122nd year of Ascendancy at 11:42 see stats
By Wyrmbane the Dragonborn Wyrmic level 30
16th Regrowth 123rd year of Ascendancy at 09:01 see stats
By Wyrmbane the Dragonborn Wyrmic level 40
10th Pyre 123rd year of Ascendancy at 13:17 see stats
By Wyrmbane the Dragonborn Wyrmic level 50
29th Dusk 123rd year of Ascendancy at 23:23 see stats
By Wyrmbane the Dragonborn Wyrmic level 27
69th Haze 122nd year of Ascendancy at 04:35 see stats
By Wyrmbane the Dragonborn Wyrmic level 50
27th Haze 123rd year of Ascendancy at 15:03 see stats
By Wyrmbane the Dragonborn Wyrmic level 44
78th Pyre 123rd year of Ascendancy at 14:06 see stats
By Wyrmbane the Dragonborn Wyrmic level 18
4th Haze 122nd year of Ascendancy at 00:30 see stats
By Wyrmbane the Dragonborn Wyrmic level 26
58th Haze 122nd year of Ascendancy at 22:41 see stats
By Wyrmbane the Dragonborn Wyrmic level 33
43rd Regrowth 123rd year of Ascendancy at 11:43 see stats
By Wyrmbane the Dragonborn Wyrmic level 32
40th Regrowth 123rd year of Ascendancy at 13:04 see stats
By Wyrmbane the Dragonborn Wyrmic level 17
28th Dusk 122nd year of Ascendancy at 16:21 see stats
By Wyrmbane the Dragonborn Wyrmic level 34
44th Regrowth 123rd year of Ascendancy at 20:24 see stats
By Wyrmbane the Dragonborn Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 17:46 see stats
By Wyrmbane the Dragonborn Wyrmic level 50
27th Haze 123rd year of Ascendancy at 19:27 see stats
By Wyrmbane the Dragonborn Wyrmic level 16
11st Dusk 122nd year of Ascendancy at 16:13 see stats
By Wyrmbane the Dragonborn Wyrmic level 14
1st Dusk 122nd year of Ascendancy at 18:55 see stats
By Wyrmbane the Dragonborn Wyrmic level 39
80th Regrowth 123rd year of Ascendancy at 22:26 see stats
By Wyrmbane the Dragonborn Wyrmic level 26
58th Haze 122nd year of Ascendancy at 07:27 see stats
By Wyrmbane the Dragonborn Wyrmic level 17
21st Dusk 122nd year of Ascendancy at 14:34 see stats
By Wyrmbane the Dragonborn Wyrmic level 30
16th Regrowth 123rd year of Ascendancy at 23:57 see stats
Log
You gain 5.47 gold from the transmogrification of reviled voratun plate armour of spell shielding (0 def, 16 armour).
You gain 6.71 gold from the transmogrification of cleansing drakeskin leather armour of command (32 def, 18 armour).
You gain 8.39 gold from the transmogrification of radiant stralite mail armour of Eyal (4 def, 8 armour).
You gain 5.15 gold from the transmogrification of thaloren drakeskin leather cap of might (0 def, 5 armour).
You gain 1.04 gold from the transmogrification of miner's voratun helm (0 def, 8 armour).
You gain 0.35 gold from the transmogrification of drakeskin leather cap (0 def, 5 armour).
You gain 8.66 gold from the transmogrification of augmenting elven-silk wizard hat of knowledge (3 def, 0 armour).
You gain 5.46 gold from the transmogrification of aegis elven-silk wizard hat of light (+19%) (3 def, 0 armour).
You gain 5.32 gold from the transmogrification of prismatic elven-silk robe of protection (5 def, 4 armour).
You gain 5.79 gold from the transmogrification of primeval elven-silk robe of blight (+23%) (0 def, 0 armour).
You gain 11.63 gold from the transmogrification of spiritwalker's drakeskin leather belt of magery.
You gain 6.84 gold from the transmogrification of truestriking voratun waraxe of phasing (39-55 power, 30 apr).
You gain 9.45 gold from the transmogrification of potent dragonbone starstaff of wizardry (39-47 power, 6 apr, physical element).
You gain 9.81 gold from the transmogrification of magelord's dragonbone magestaff (30-36 power, 6 apr, cold element).
You gain 14.78 gold from the transmogrification of infernal dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element).
You gain 9.20 gold from the transmogrification of greater elven-wood magestaff of fate (25-30 power, 5 apr, arcane element).
You gain 4.59 gold from the transmogrification of nature's living mindstar of life (17-19 power, 40 apr, mind damage).
You gain 9.60 gold from the transmogrification of nature's living mindstar of gales (16-18 power, 40 apr, mind damage).
You gain 6.41 gold from the transmogrification of honing living mindstar of balance (18-19 power, 40 apr, nature damage).
You gain 9.31 gold from the transmogrification of caustic voratun longsword of erosion (40-57 power, 6 apr).
You gain 5.48 gold from the transmogrification of sun-touched dragonbone longbow of cold.
You gain 7.78 gold from the transmogrification of truestriking voratun greatsword of phasing (64-102 power, 23 apr).
You gain 9.13 gold from the transmogrification of truestriking voratun battleaxe of persecution (56-85 power, 4 apr).
You gain 0.75 gold from the transmogrification of voratun ring.
You gain 19.78 gold from the transmogrification of Ivurin the voratun ring.
You gain 1.70 gold from the transmogrification of ethereal rune (power 14; resist 31%; move 52%; dur 5; cd 20).
You gain 2.47 gold from the transmogrification of acid wave rune of the titan (damage 294; dur 4; cd 21).
You gain 1.53 gold from the transmogrification of movement infusion (speed 758%; cd 17).
You gain 0.79 gold from the transmogrification of healing infusion (heal 98; cd 13).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.