











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Yeek |
Class | Mindslayer |
Level / Exp | 45 / 60% |
Size | small |
Lifes / Deaths | Killed by Subject Z at level 9 on the 2nd Mirth 122nd year of Ascendancy at 15:44 0 / 7Killed by Subject Z at level 9 on the 2nd Mirth 122nd year of Ascendancy at 17:19 Killed by Chaie the krog at level 14 on the 45th Dusk 122nd year of Ascendancy at 05:39 Killed by elven blood mage at level 25 on the 8th Allure 123rd year of Ascendancy at 08:39 Killed by elven cultist at level 25 on the 8th Allure 123rd year of Ascendancy at 10:42 Killed by blinkwyrm at level 33 on the 60th Pyre 123rd year of Ascendancy at 04:56 Killed by Zubythra the orc cryomancer at level 45 on the 33rd Regrowth 124th year of Ascendancy at 13:51 |
Primary Stats
Strength | 79 (base 20) |
Dexterity | 47 (base 11) |
Constitution | 60 (base 49) |
Magic | 49 (base 10) |
Willpower | 113.57984674788 (base 59) |
Cunning | 92.289923373941 (base 58) |
Resources
Life | 752/764 |
Equilibrium | 18 |
Psi | 187/197 |
Healing Factor | 1.3300507772246 |
Regeneration | 11.504939222993 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +82.50997375149% |
Spell | 0% |
Global | +121.21248138644% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
See Stealth | 69.028704504214 |
See Invisible | 69.028704504214 |
Offense: Mainhand
Damage | 134 |
Accuracy | 71 |
Crit Chance | 80% |
APR | 124 |
Speed | 1.00 |
Offense: Offhand
Damage | 114 |
Accuracy | 71 |
Crit Chance | 80% |
APR | 110 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Arcane | +9% |
Cold | +42% |
All | 0% |
Lightning | +78% |
Light | +3% |
Physical | +61% |
Fire | +6% |
Mind | +103% |
Offense: Damage Penetration
Acid | +21% |
Mind | +65% |
All | +10% |
Defense: Base
Armour (hardiness) | 49 (80.687909656376%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 43 |
Mental Save | 68 |
Defense: Resistances
Acid | + 53%( 77%) |
Blight | + 30%( 77%) |
Arcane | + 39%( 77%) |
Cold | + 75%( 77%) |
All | + 28%( 77%) |
Darkness | + 35%( 77%) |
Temporal | + 30%( 77%) |
Physical | + 37%( 77%) |
Mind | + 77%( 77%) |
Fire | + 53%( 77%) |
Lightning | + 77%( 77%) |
Defense: Immunities
Silence Resistance | 73% |
Confusion Resistance | 100% |
Stun Resistance | 83% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 189 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 869% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thermal Aura |
talent | Thermal Shield |
talent | Deflect Projectiles |
talent | Kinetic Shield |
talent | Augmentation |
talent | Skate |
talent | Beyond the Flesh |
talent | Psiblades |
talent | Kinetic Aura |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
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 Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 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: 691. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stat: 125% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 mind / +4 light / +28 nature When wielded/worn: Armour penetration: +16 Physical crit. chance: +42.0% Physical power: +17 (+4 eff.) Changes resistances penetration: +10% mind Changes damage: +18% mind Critical mult.: +49.00% Massive two-handed swords. |
On hands | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +13 Armour Hardiness: +11% Damage (Melee): 8 mind Damage when hit (Melee): 6 arcane Changes stats: +3 Str / +10 Con Changes resistances: +7% mind / +8% physical / +5% arcane / +9% cold Changes damage: +8% mind / +6% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Defense: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +5% physical / +12% cold Changes resistances penetration: +10% all Changes damage: +12% physical Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +8 Cun Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Psi each turn: +0.25 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +3 A pointy cloth hat, very wizardly... |
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Fatigue: -8% Changes stats: +7 Cun / +6 Con Changes resistances: +9% fire Changes damage: +12% mind Maximum encumbrance: +44 Physical save: +35 (+9 eff.) Mental save: +27 (+6 eff.) Maximum psi: +10.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Wil Hate when firing a critical mind attack: +2.00 Spellpower: +30 (+8 eff.) Mindpower: +25 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 44 Damage (Melee): 7 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 44 Damage (Ranged): 14 physical Changes stats: +2 Cun Changes resistances: +3% mind Changes resistances penetration: +15% mind Silence immunity: +30% Mana each turn: +0.16 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +7.00 Maximum psi: +50.00 Mindpower: +5 (+1 eff.) Movement speed: +13% Can be unequipped or rerolled. Activating this item is instant. 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 puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +23% acid / +19% fire / +20% lightning / +18% cold Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +20 Armour: +8 Defense: +24 (+5 eff.) Damage when hit (Melee): 12 acid / 6 fire / 8 arcane Changes stats: +20 Lck Changes resistances: +30% lightning / +6% fire Changes resistances cap: +7% all Changes damage: +12% acid / +3% arcane Critical mult.: +20.00% Physical save: +25 (+6 eff.) Stun/Freeze immunity: +50% Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 106% Wil, 35% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +69 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +11 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent mastery: +0.20 Race / Yeek Mental save: +15 (+3 eff.) Confusion immunity: +30% Mindpower: +40 (+8 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 75 power out of 75/75) : Effective talent level: 3.0 Power cost: 75 out of 75/75. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 100 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This item has been sent to the Item's Vault. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes resistances: +9% lightning / +3% temporal / +5% arcane Changes damage: +3% light Physical save: +12 (+3 eff.) Spell save: +9 (+3 eff.) Disease immunity: +10% Maximum life: +60.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 88% Wil, 53% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +55 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage (Melee): 16 acid Changes resistances: +11% acid / +5% arcane / +9% darkness Changes resistances penetration: +11% acid Changes damage: +15% mind / +6% acid Talent granted: +1 Attune Mindstar Disease immunity: +20% Life regen: +4.40 Psi when firing a critical mind attack: +2.00 Maximum life: +33.00 Mindpower: +21 (+4 eff.) Mental crit. chance: +8% 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. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +17 (+3 eff.) Changes stats: +3 Mag / +5 Wil / +4 Cun Changes resistances: +9% mind Life regen: +4.00 Maximum life: +40.00 Light radius: +1 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +16 Str / +3 Dex / +16 Mag / +15 Wil Changes resistances: +68% lightning / +26% cold / +30% mind / +15% all Changes damage: +78% lightning / +49% physical / +42% cold / +30% mind / +6% fire Mana each turn: +0.08 Only die when reaching: -94.66 life Spellpower: +30 (+8 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 167.65 physical damage and 208.27 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 604.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Physical save: +12 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+2 eff.) Amulets make your neck look great! |
![]() 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 44 Damage (Melee): 5 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 44 Damage (Ranged): 13 physical Changes stats: +3 Cun Changes damage: +5% all Hate when firing a critical mind attack: +3.00 Maximum hate: +7.00 Spellpower: +8 (+3 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+3 eff.) Disarm immunity: +35% Pinning immunity: +37% Knockback immunity: +38% Maximum life: +29.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% Changes resistances: +6% light / +21% cold / +13% mind / +3% darkness Changes damage: +13% mind / +6% light Spell save: +6 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 164% Range: 1.6x Uses stat: 125% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +19 Physical crit. chance: +24.0% Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +9% all Critical mult.: +26.00% Reduces incoming crit damage: 10.00% See invisible: +18 Massive two-handed swords. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 12 physical Changes resistances: +4% mind / +12% physical Changes resistances penetration: +4% mind / +10% physical Changes damage: +5% mind / +13% physical Talent granted: +1 Attune Mindstar Psi when hit: +0.90 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +5% 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. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.9 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. This item has been sent to the Item's Vault. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 22% chance to reduce all saves and defense by 44 Damage (Melee): 37 mind / 28 darkness Mental save: -10 (-3 eff.) Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Changes stats: +2 Con Physical save: +10 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +19 (+4 eff.) Disarm immunity: +40% Maximum life: +74.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Cun Changes resistances: +12% temporal / +16% mind / +6% cold Changes damage: +16% mind Silence immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +4 fire / +4 light / +2 blight Talent granted: +1 Ward It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (430 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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: 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sulona the Yeek Mindslayer level 36
29th Dusk 123rd year of Ascendancy at 13:57 see stats
By Sulona the Yeek Mindslayer level 22
73rd Haze 122nd year of Ascendancy at 06:05 see stats
By Sulona the Yeek Mindslayer level 36
28th Dusk 123rd year of Ascendancy at 00:59 see stats
By Sulona the Yeek Mindslayer level 40
57th Dusk 123rd year of Ascendancy at 18:24 see stats
By Sulona the Yeek Mindslayer level 44
26th Regrowth 124th year of Ascendancy at 18:20 see stats
By Sulona the Yeek Mindslayer level 39
56th Dusk 123rd year of Ascendancy at 04:41 see stats
By Sulona the Yeek Mindslayer level 20
44th Haze 122nd year of Ascendancy at 20:34 see stats
By Sulona the Yeek Mindslayer level 14
2nd Dusk 122nd year of Ascendancy at 20:33 see stats
By Sulona the Yeek Mindslayer level 38
51st Dusk 123rd year of Ascendancy at 07:09 see stats
By Sulona the Yeek Mindslayer level 31
12nd Pyre 123rd year of Ascendancy at 05:28 see stats
By Sulona the Yeek Mindslayer level 18
24th Haze 122nd year of Ascendancy at 06:33 see stats
By Sulona the Yeek Mindslayer level 32
13rd Pyre 123rd year of Ascendancy at 01:44 see stats
By Sulona the Yeek Mindslayer level 32
25th Pyre 123rd year of Ascendancy at 12:04 see stats
By Sulona the Yeek Mindslayer level 36
49th Dusk 123rd year of Ascendancy at 22:25 see stats
By Sulona the Yeek Mindslayer level 22
73rd Haze 122nd year of Ascendancy at 04:35 see stats
By Sulona the Yeek Mindslayer level 31
1st Time of Balance 123rd year of Ascendancy at 10:38 see stats
By Sulona the Yeek Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 09:27 see stats
By Sulona the Yeek Mindslayer level 20
40th Haze 122nd year of Ascendancy at 20:13 see stats
By Sulona the Yeek Mindslayer level 30
70th Regrowth 123rd year of Ascendancy at 00:03 see stats
By Sulona the Yeek Mindslayer level 40
57th Dusk 123rd year of Ascendancy at 09:05 see stats
By Sulona the Yeek Mindslayer level 21
56th Haze 122nd year of Ascendancy at 20:49 see stats
By Sulona the Yeek Mindslayer level 26
8th Allure 123rd year of Ascendancy at 20:40 see stats
By Sulona the Yeek Mindslayer level 36
50th Dusk 123rd year of Ascendancy at 07:45 see stats
By Sulona the Yeek Mindslayer level 43
6th Regrowth 124th year of Ascendancy at 18:22 see stats
By Sulona the Yeek Mindslayer level 25
8th Allure 123rd year of Ascendancy at 09:27 see stats
By Sulona the Yeek Mindslayer level 39
51st Dusk 123rd year of Ascendancy at 08:09 see stats
By Sulona the Yeek Mindslayer level 14
45th Dusk 122nd year of Ascendancy at 05:36 see stats
By Sulona the Yeek Mindslayer level 12
10th Mirth 122nd year of Ascendancy at 18:02 see stats
By Sulona the Yeek Mindslayer level 22
73rd Haze 122nd year of Ascendancy at 06:05 see stats
By Sulona the Yeek Mindslayer level 31
11st Pyre 123rd year of Ascendancy at 02:06 see stats
By Sulona the Yeek Mindslayer level 41
70th Haze 123rd year of Ascendancy at 12:47 see stats
By Sulona the Yeek Mindslayer level 29
63rd Regrowth 123rd year of Ascendancy at 08:39 see stats
By Sulona the Yeek Mindslayer level 20
41st Haze 122nd year of Ascendancy at 00:54 see stats
By Sulona the Yeek Mindslayer level 35
27th Dusk 123rd year of Ascendancy at 15:19 see stats
By Sulona the Yeek Mindslayer level 32
25th Pyre 123rd year of Ascendancy at 17:45 see stats
Log
You gain 13.85 gold from the transmogrification of caller's pulsing mindstar of storms (105% power, 32 apr, nature damage).
You gain 9.25 gold from the transmogrification of Oozing Heart (115% power, 25 apr, nature slow damage).
You gain 14.00 gold from the transmogrification of Eyal's Will (124% power, 40 apr, nature damage).
You gain 12.86 gold from the transmogrification of stormbringer's voratun mace of evisceration (177% power, 6 apr).
You gain 6.99 gold from the transmogrification of elemental voratun mace of daylight (175% power, 6 apr).
You gain 7.91 gold from the transmogrification of elemental voratun mace of crippling (176% power, 6 apr).
You gain 18.20 gold from the transmogrification of enhanced elven-wood longbow of piercing.
You gain 20.88 gold from the transmogrification of voratun greatsword 'Dimglean' (200% power, 4 apr).
You gain 4.83 gold from the transmogrification of thought-forged dwarven-steel greatsword of projection (167% power, 2 apr).
You gain 6.96 gold from the transmogrification of inquisitor's voratun greatsword of shearing (192% power, 4 apr).
You gain 3.29 gold from the transmogrification of flaming voratun greatsword of massacre (202% power, 4 apr).
You gain 9.35 gold from the transmogrification of elemental voratun greatsword of shearing (192% power, 4 apr).
You gain 10.02 gold from the transmogrification of elemental voratun greatsword of shearing (191% power, 4 apr).
You gain 2.45 gold from the transmogrification of acidic voratun greatsword of massacre (207% power, 4 apr).
You gain 2.45 gold from the transmogrification of acidic voratun greatmaul of massacre (207% power, 4 apr).
You gain 6.85 gold from the transmogrification of caustic voratun dagger (168% power, 9 apr).
You gain 6.81 gold from the transmogrification of truestriking voratun battleaxe of projection (189% power, 4 apr).
You gain 3.75 gold from the transmogrification of inquisitor's voratun battleaxe (188% power, 4 apr).
You gain 4.60 gold from the transmogrification of acidic voratun battleaxe of daylight (186% power, 4 apr).
You gain 9.30 gold from the transmogrification of painweaver's voratun ring of arcana (+0.33/turn).
You gain 1.60 gold from the transmogrification of blink rune (range 3; phase 12; cd 14).
You gain 1.42 gold from the transmogrification of acid wave rune (damage 100; dur 4; cd 20).
You gain 1.00 gold from the transmogrification of wild infusion (res 24%; mental; dur 2; cd 10).
You gain 1.90 gold from the transmogrification of regeneration infusion (heal 467; 16 cd).
There is a nearly collapsed hidden vault here (press '' or right click to use).
Saving game...
Saving done.
Sulona wears (replacing Wanderer's Rest (4 def, 0 armour)): Cindersteel the pair of drakeskin leather boots (18 def, 5 armour).
You gain 14.25 gold from the transmogrification of Branyrab (0 def, 5 armour).