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! 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.
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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Wyrmic |
Level / Exp | 33 / 67% |
Size | medium |
Lifes / Deaths | Killed by orc corruptor at level 14 on the 24th Dusk 122nd year of Ascendancy at 09:10 3 / 3Killed by Geyaldawen the saw horror at level 23 on the 4th Haze 122nd year of Ascendancy at 23:01 Killed by ogre guard at level 27 on the 28th Haze 122nd year of Ascendancy at 07:51 |
Antimagic | Follower |
Primary Stats
Strength | 112.24744731209 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 34 (base 11) |
Magic | 10 (base 10) |
Willpower | 88.247447312088 (base 58) |
Cunning | 52 (base 22) |
Resources
Life | 959/959 |
Stamina | 412/412 |
Equilibrium | 40 |
Healing Factor | 1.4353365646229 |
Regeneration | 16.577381400839 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 178 |
Accuracy | 47 |
Crit Chance | 52% |
APR | 15 |
Speed | 0.89 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 49% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +37% |
Blight | +39% |
Arcane | +6% |
Cold | +24% |
All | 0% |
Lightning | +24% |
Physical | +24% |
Darkness | +24% |
Fire | +24% |
Nature | +53% |
Offense: Damage Penetration
Acid | +33% |
Blight | +33% |
Physical | +52% |
Cold | +43% |
All | 0% |
Lightning | +33% |
Darkness | +33% |
Fire | +33% |
Nature | +58% |
Defense: Base
Armour (hardiness) | 60.619675809274 (86.151787968034%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 43 |
Mental Save | 37 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 6%( 70%) |
Physical | + 9%( 70%) |
Cold | + 29%( 70%) |
All | + 3%( 70%) |
Lightning | + 8%( 70%) |
Light | + 15%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 19%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Disarm Resistance | 76% |
Silence Resistance | 17% |
Confusion Resistance | 52% |
Knockback Resistance | 21% |
Stun Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 9% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 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 655 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% 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 Dexterity stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Icy Skin |
talent | Antimagic Shield |
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. | active |
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 grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You failed to protect the lost defiler from death by Yeermic. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aletta Soultorn. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed red crystal shard. * You've found the needed multi-hued wyrm scale. 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 stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of greater demon bile. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within2 lumberjacks have died. | 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 | pair of iron boots of strife (0 def, 3 armour) pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor [Ego+] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | psychokinetic pouch of iron shots (17/17, 113% power, 1 apr) psychokinetic pouch of iron shots (17/17, 113% power, 1 apr)3.0 T1 shot ammo [Ego+] Psionic Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 17 Ranged+ +6 physical On Hit: LIGHT_GREENLASTLIGHT_GREENLASTYELLOWLASTWHITELASTWHITEANTIQUE_WHITE |
Light source | nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +8 (+2 eff.) ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Eremahor (dig speed 16 turns) Eremahor (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Resists +3% mind +7% fire +5% darkness +12% light Crit.dmg- 10.00% HP.reg +4.00 Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Blizzardrage Blizzardrage0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +13% acid +6% arcane +15% blight Res.pen +10% cold ----- def ----- Resists +26% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Rings can have magical properties. |
On fingers | savage's gold ring of misery savage's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Melee+ 17 physical Ranged+ 9 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 0 On Hit (Ranged): * 10% chance to reduce all saves and defense by 0 ----- def ----- Spell.save +13 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +20.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
Around waist | balancing hardened leather belt balancing hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +7% A belt that goes around your waist. |
In main hand | Cuthyvor the stralite battleaxe (154% power, 3 apr) Cuthyvor the stralite battleaxe (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Master/Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: LIGHT_GREENLASTWHITELASTWHITELASTLIGHT_GREENLASTWHITEYELLOWLASTORANGE+6 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +13% physical Acc +13 (+5 eff.) ----- def ----- Armour +6 Defense +16 (+8 eff.) Resists +6% nature +3% fire Phys.save +3 (+1 eff.) Die.at -40.00 life Disarm- +76% Massive two-handed battleaxes. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 163.24 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | murderer's cashmere cloak of battle (2 def, 0 armour) murderer's cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Phys.crit +3.0% Phys.pwr +1 (+1 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (103). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
healing infusion of the duelist (heal 73; cd 15) healing infusion of the duelist (heal 73; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 216; cd 15) healing infusion of the psychic (heal 216; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 417; 17 cd) regeneration infusion of the sneak (heal 417; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 450; 17 cd) regeneration infusion of the warrior (heal 450; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 450 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; physical; dur 3; cd 16) wild infusion of the titan (res 23%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% mind Confus- +23% Amulets can have magical properties. |
copper amulet 'Glittergash' copper amulet 'Glittergash'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +3% blight +6% nature HP.reg +2.00 ---------- misc Light +2 Amulets can have magical properties. |
insulating steel amulet insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% fire +13% cold Amulets can have magical properties. |
savior's gold amulet of vision savior's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +14 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Blind- +19% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.51 cold and 23.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of fire (+22%) marksman's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings can have magical properties. |
psionicist's steel ring of clarity psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +14 (+5 eff.) Confus- +25% Rings can have magical properties. |
steel ring of corrosion (+24%) steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
inquisitor's dwarven-steel battleaxe of disruption (140% power, 2 apr) inquisitor's dwarven-steel battleaxe of disruption (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Disrupt Power 141% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Against +21% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 92 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24,Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
truestriking dwarven-steel greatsword of crippling (148% power, 2 apr) truestriking dwarven-steel greatsword of crippling (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +13% physical Acc +7 (+3 eff.) Apr +12 Massive two-handed swords. |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Shinesnake the voratun waraxe (150% power, 6 apr) Shinesnake the voratun waraxe (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 nature +4 temporal On Hit: LIGHT_GREENLASTWHITELASTWHITELASTLIGHT_GREENLASTWHITEYELLOWLAST595959LASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN light +9% temporal Res.pen +5% temporal Apr +13 ----- def ----- Resists +9% light One-handed war axes. |
Belykalthovor Belykalthovor1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% lightning Mind.save +6 (+3 eff.) Stealth +6 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cyrevea (1 def, 5 armour) Cyrevea (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +9% blight +12% cold +5% arcane Crit.dmg- 15.00% Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Adythra' (1 def, 0 armour) linen cloak 'Adythra' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Mag +1 Cun +1 Con dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Isatira' (0 def, 1 armour) pair of rough leather boots 'Isatira' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Resists +6% lightning +8% temporal +12% acid Spell.save +3 (+1 eff.) Die.at -20.00 life ---------- misc Vim/s.crit +2.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 80.22 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.6 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 695.36 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Dagerath the Breezemaim (0 def, 1 armour) Dagerath the Breezemaim (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +9% nature Res.pen +5% cold Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.12 Max.psi +20.00 A cap made of leather. |
Lorasus (0 def, 7 armour) Lorasus (0 def, 7 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Acc +6 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +6% fire +6% cold Phys.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tyroddarim the dwarven-steel helm (18 def, 4 armour) Tyroddarim the dwarven-steel helm (18 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Apr +2 Melee Ret 4 arcane ----- def ----- Armour +4 Defense +18 (+8 eff.) Fatigue +4% Resists +9% fire +11% cold ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Ravenwither' (2 def, 0 armour) cashmere wizard hat 'Ravenwither' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Wil +10 Cun +15 Con dps ---------- Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 10.00% A pointy cloth hat, very wizardly... |
linen wizard hat 'Flashwedge' (1 def, 4 armour) linen wizard hat 'Flashwedge' (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Melee Ret 2 light ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +16% lightning +5% arcane Phys.save +3 (+1 eff.) Mind.save +9 (+4 eff.) Disease- +10% A pointy cloth hat, very wizardly... |
warlord's dwarven-steel helm (0 def, 4 armour) warlord's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening iron mail armour of the deep (2 def, 6 armour) enlightening iron mail armour of the deep (2 def, 6 armour)14.0 T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +5% cold Mind.save +12 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
53 alchemist agate 53 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(141 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of mindblast 'Grinyrerak' [power 84] (15 cooldown) iron torque of mindblast 'Grinyrerak' [power 84] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Cun +1 Mag dps ---------- Crit.mult +10.00% Acc +18 (+6 eff.) ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +3.00 Telepathy Humanoid/Orc Blast the opponent's mind dealing 84 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of clear mind [power 1] (40 cooldown) piercing iron torque of clear mind [power 1] (40 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 168] (15 cooldown) soothing steel torque of mindblast [power 168] (15 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
Emaganne the ash totem of stinging [power 218] (15 cooldown) Emaganne the ash totem of stinging [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +20 (+5 eff.) Res.pen +15% arcane ---------- misc Mana/turn +0.24 Mana/s.crit +2.00 Sting an enemy dealing 334 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Saleriassra [power 290] (15 cooldown) Saleriassra [power 290] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Resists +6% darkness +15% temporal Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Sting an enemy dealing 445 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 71. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of thorny skin [power 16] (20 cooldown) extending elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
extending yew totem of healing [power 236] (15 cooldown) extending yew totem of healing [power 236] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yeermic the Yeek Wyrmic level 32
63rd Haze 122nd year of Ascendancy at 21:38 see stats
By Yeermic the Yeek Wyrmic level 33
64th Haze 122nd year of Ascendancy at 17:18 see stats
By Yeermic the Yeek Wyrmic level 14
24th Dusk 122nd year of Ascendancy at 09:53 see stats
By Yeermic the Yeek Wyrmic level 29
56th Haze 122nd year of Ascendancy at 22:22 see stats
By Yeermic the Yeek Wyrmic level 18
49th Dusk 122nd year of Ascendancy at 22:59 see stats
By Yeermic the Yeek Wyrmic level 21
1st Time of Equilibrium 122nd year of Ascendancy at 15:41 see stats
By Yeermic the Yeek Wyrmic level 10
3rd Summertide 122nd year of Ascendancy at 01:12 see stats
By Yeermic the Yeek Wyrmic level 20
66th Dusk 122nd year of Ascendancy at 02:33 see stats
By Yeermic the Yeek Wyrmic level 30
57th Haze 122nd year of Ascendancy at 08:09 see stats
By Yeermic the Yeek Wyrmic level 29
55th Haze 122nd year of Ascendancy at 10:49 see stats
By Yeermic the Yeek Wyrmic level 25
16th Haze 122nd year of Ascendancy at 22:57 see stats
By Yeermic the Yeek Wyrmic level 8
10th Mirth 122nd year of Ascendancy at 01:24 see stats
By Yeermic the Yeek Wyrmic level 13
6th Dusk 122nd year of Ascendancy at 06:06 see stats
By Yeermic the Yeek Wyrmic level 30
57th Haze 122nd year of Ascendancy at 16:50 see stats
By Yeermic the Yeek Wyrmic level 19
66th Dusk 122nd year of Ascendancy at 01:19 see stats
By Yeermic the Yeek Wyrmic level 32
64th Haze 122nd year of Ascendancy at 08:13 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 3.75 gold from the transmogrification of deadly quiver of elven-wood arrows of disruption (22/25, 169% power, 14 apr).
You gain 21.20 gold from the transmogrification of Quiver of the Sun (19/25, 142% power, 15 apr).
You gain 7.14 gold from the transmogrification of wrathful stralite shield of the stars (0 def, 8 armour, 157% power, 148.5 block).
You gain 10.29 gold from the transmogrification of heroic voratun gauntlets of the starseeker (0 def, 7 armour).
You gain 5.37 gold from the transmogrification of scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 8.91 gold from the transmogrification of dreamer's silk robe of life (0 def, 0 armour).
You gain 22.62 gold from the transmogrification of Obsidianvault (129% power, 5 apr, light element).
You gain 5.27 gold from the transmogrification of truestriking stralite longsword of projection (137% power, 5 apr).
You gain 5.18 gold from the transmogrification of arcing stralite dagger of shearing (135% power, 9 apr).
Option unlocked: New Class: Wanderer
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Yeermic stops regenerating health quickly.
Saving game...
Saving done.
Today is the 65th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Yeermic deactivates Icy Skin.
Yeermic activates Icy Skin.
Yeermic deactivates Antimagic Shield.
Yeermic activates Antimagic Shield.
Talent Infusion: Regeneration is ready to use.
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.