









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 48 / 31% |
| Size | small |
| Lifes / Deaths | Killed by Islitha the devourer at level 28 on the 7th Decay 122nd year of Ascendancy at 03:00 3 / 4Killed by skeleton mage at level 32 on the 26th Regrowth 123rd year of Ascendancy at 22:40 Killed by Wayist Shade of Nemui at level 40 on the 26th Pyre 123rd year of Ascendancy at 07:00 Killed by Rak'shor, Grand Necromancer of the Pride at level 42 on the 30th Pyre 123rd year of Ascendancy at 12:24 |
Primary Stats
| Strength | 17 (base 20) |
| Dexterity | 22 (base 10) |
| Constitution | 65 (base 60) |
| Magic | 16 (base 10) |
| Willpower | 97 (base 60) |
| Cunning | 71 (base 56) |
Resources
| Life | 528/528 |
| Psi | 467/467 |
| Healing Factor | 1.6441355335884 |
| Regeneration | 25.401893993941 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +151.82243756063% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +37% |
| Lightning | +26% |
| Nature | +52% |
| Fire | +66% |
| Cold | +26% |
| Arcane | +37% |
| Mind | +46% |
| All | +22% |
Offense: Damage Penetration
| Physical | +10% |
| All | 0% |
| Arcane | +10% |
| Mind | +26% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 43.224164170895 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 4 |
| Physical Save | 64.9 |
| Spell Save | 65.01 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 52%( 70%) |
| Cold | + 58%( 70%) |
| All | + 31%( 70%) |
| Physical | + 46%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 46%( 70%) |
| Mind | + 54%( 70%) |
| Darkness | + 55%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Silence Resistance | 91% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 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 magical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 272 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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 747 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: 18 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 128 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 Dexterity stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Forge | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Psionic / Mentalism | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Dreamforge |
| talent | Thought-Form: Defender |
| talent | Forge Shield |
| talent | Lucid Dreamer |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+42% global speed). Clarity |
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 |
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 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Glorygama the multi-hued drake hatchling. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by freezing trap. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by dire wolf. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 926. | 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. | active |
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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vampire lord fang. * You've found the needed chunk of ghoul flesh. 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 has completed an elixir of foundations without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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* You have destroyed Rak'shor. * You have destroyed Vor. * 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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Oakbreacher the pair of hardened leather boots (0 def, 17 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% nature defense ------ Armor +17 Resistance +6% acid +6% temporal +8% cold +11% fire +5% arcane +8% lightning Mind save +12 (+3 eff.) Unlife -80.00 life A pair of boots made of leather. |
| Light source | Polimira the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Critical power +20.00% Mindpower +15 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 74% defense ------ Resistance +6% blight Life +57.00 other ------- Light +7 Infravision +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Burning Pain (11 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil offense ------ Damage +30% fire defense ------ Defense +11 (+3 eff.) Fatigue +4% Resistance +30% fire Meteor Rain: Effective talent level: 3.5 Power cost 30 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 80.77 fire and 66.66 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 3.5 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 209.03 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. |
| Tool | yew totem of thorny skin 'Chillqueller' [power 46] (20 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% cold +20% nature +6% mind Life +40.00 Stun Resist +20% Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Void Orb =arc=0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+5 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+0 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 6.1 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 168.76 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | stralite jade ring0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+6 eff.) Mindpower +10 (+2 eff.) Damage +7% all defense ------ Armor +4 Resistance +4% all Life +61.00 Life Regen +15.00 Healmod +14% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T3 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Armor +3 Resistance +3% all Stun Resist +30% Amulets make your neck look great! |
| In main hand | resonating living mindstar of sand (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Resonance +15% On-Hit 8 physical Damage +4% mind +11% physical Ignore resists +6% mind +10% physical defense ------ Resistance +7% mind +11% physical other ------- Psi when Hit +1.50 Talents +1 Attune Mindstar 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. |
| Around waist | Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+0 eff.) Spell save +15 (+0 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +23 (+5 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Mind save +15 (+4 eff.) Confus Resist +30% other ------- Masteries +0.20 Race/Yeek Wayist: (Instant) Effective talent level: 3.0 Power cost 60 out of 60/60. Range 4 Cooldown: 32 Travel.spd 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 92 (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. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+4 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+4 eff.) Resistance +25% nature +13% all Physical save +15 (+0 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Yarerin the copper ring =phys=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Critical power +5.00% Damage +11% physical Accuracy +15 (+9 eff.) defense ------ Resistance +6% blight +11% physical +9% mind Unlife -80.00 life Rings make your fingers look great! |
rogue's steel ring of nature (+22%) =nat=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% nature defense ------ Defense +6 (+2 eff.) Resistance +22% nature Rings make your fingers look great! |
steel opal ring =art=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +8 Str +2 Dex +2 Mag +2 Wil +2 Cun +7 Con offense ------ Physical Power +6 (+2 eff.) Rings make your fingers look great! |
gold bloodstone ring =res=0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +19% acid +20% fire +17% lightning +19% cold Stun Resist +60% Rings make your fingers look great! |
gold ring 'Freezeparry' =fire cold=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +6 Mag +3 Wil offense ------ Damage +9% arcane +13% fire defense ------ Resistance +30% cold +26% fire Crit Resistance 10.00% Rings make your fingers look great! |
psionicist's gold ring of frost (+24%) =cold=0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% cold defense ------ Resistance +24% cold Mind save +8 (+2 eff.) Rings make your fingers look great! |
Ring of the Dead =art=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Lisora the Arcpain =lit=0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con offense ------ Damage +9% acid Ignore resists +25% lightning When Hit 6 acid 10 lightning On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Resistance +9% acid +18% lightning Physical save +20 (+0 eff.) Rings make your fingers look great! |
Thermal Focus (14-15 power, 32 apr, fire damage) =fire cold=3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+3 eff.) Damage +20% fire +20% cold Ignore resists +12% fire +12% cold defense ------ Resistance +20% fire +20% cold Spell save +12 (+0 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
hateful living mindstar of flames (18-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Global Speed +10% On-Hit 15 fire Damage +4% fire +17% mind +6% darkness Ignore resists +9% fire +10% mind +12% darkness defense ------ Resistance +12% fire other ------- Max hate +4.00 Talents +1 Attune Mindstar 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. |
living mindstar (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Normal] Nature Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
focusing linen robe of frost (+15%) (0 def, 0 armour) =cold=2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +10% cold defense ------ Resistance +7% all +15% cold other ------- Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) =arc=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+7 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+0 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
silk robe 'Heatrend' (11 def, 9 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Con +7 Mag offense ------ Physical Crit +4.0% Mind Crit +3% Mindpower +8 (+2 eff.) Damage +6% fire +15% mind +19% light Ignore resists +27% mind defense ------ Armor +9 Defense +11 (+3 eff.) Resistance +13% darkness +13% light +13% all Physical save +23 (+0 eff.) Life +62.00 other ------- Psi/turn +0.58 Max psi +26.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of lightning (+21%) (0 def, 0 armour) =lit=2.0 Encumbrance T4 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +14% lightning When Hit: * 3% chance to slow global speed by 74% * 6 arcane resource burn defense ------ Resistance +21% lightning +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of darkness (+33%) (0 def, 0 armour) =dark=2.0 Encumbrance T4 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +22% darkness defense ------ Resistance +33% darkness +13% all Spell save +15 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+1 eff.) defense ------ Resistance +17% blight +15% all Mind save +20 (+5 eff.) Life +67.00 Life Regen +4.20 Healmod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. It was hardened by the digestive sack. |
Death's Embrace (18 def, 18 armour) =temp dark cold=9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag offense ------ Critical power +20.00% Spellpower +10 (+5 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+6 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 25, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Girdle of the Calm Waters =bli cold nat=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Shaderebel the hardened leather belt =acid=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +15% acid Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 36% defense ------ Defense +14 (+4 eff.) Resistance +27% acid +12% lightning Stealth +11 A belt that goes around your waist. |
Wretchmarrow the hardened leather belt =lit fire cold=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +20% lightning When Hit 10 nature On-Hit (Melee): * 10% chance to slow global speed by 74% defense ------ Resistance +12% lightning +10% fire +9% nature +11% cold A belt that goes around your waist. |
cashmere cloak 'Ce'Nada' (17 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +9% physical Ignore resists +5% mind Accuracy +21 (+12 eff.) defense ------ Defense +17 (+5 eff.) Fatigue -6% Resistance +9% mind Life +58.00 other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormscar (0 def, 1 armour) =lit=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Move Speed +10% Damage +3% lightning +9% mind defense ------ Armor +1 Fatigue -5% Resistance +21% lightning Life +35.00 other ------- Stamina/turn +0.30 See Invisibility +12 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) =art=2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Sludgegrip (0 def, 0 armour) =nat=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) =art=1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 3.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 134.59 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
cleansing linen wizard hat of nature (+22%) (1 def, 0 armour) =nat=2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +11% nature defense ------ Defense +1 (+0 eff.) Resistance +22% nature +6% blight A pointy cloth hat, very wizardly... |
cashmere wizard hat of darkness (+21%) (2 def, 0 armour) =dark=2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: offense ------ Damage +14% darkness defense ------ Defense +2 (+0 eff.) Resistance +21% darkness A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) =lit=2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 117.67 to 353.01 lightning damage (235.34 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance 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. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+6 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+6 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance 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. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star =art=1.0 Encumbrance 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. |
313 alchemist agate0.0 Encumbrance 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. |
Summertide Phial =lite=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(148 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage =dark=0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 329.40 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Eldritch Pearl =water breathing=0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+6 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 21.97 cold damage and 23.89 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Mummified Egg-sac of Ungolë =art=2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- 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 =art=1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Eternity's Counter =temp=2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 401.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Nykalthotar the elven-wood wand of shielding [power 362] (20 cooldown) =arc=2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ When Hit 6 arcane defense ------ Resistance +5% arcane +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 18% for 2 turns. 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Nemui the Yeek Solipsist level 34
65th Regrowth 123rd year of Ascendancy at 08:28 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nemui the Yeek Solipsist level 25
51st Haze 122nd year of Ascendancy at 18:19 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Nemui the Yeek Solipsist level 34
52nd Regrowth 123rd year of Ascendancy at 01:04 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Nemui the Yeek Solipsist level 40
16th Pyre 123rd year of Ascendancy at 04:07 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Nemui the Yeek Solipsist level 37
73rd Regrowth 123rd year of Ascendancy at 03:23 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nemui the Yeek Solipsist level 28
14th Regrowth 123rd year of Ascendancy at 12:46 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Nemui the Yeek Solipsist level 38
11st Pyre 123rd year of Ascendancy at 19:56 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Nemui the Yeek Solipsist level 36
70th Regrowth 123rd year of Ascendancy at 02:56 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Nemui the Yeek Solipsist level 44
50th Pyre 123rd year of Ascendancy at 18:43 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Nemui the Yeek Solipsist level 20
19th Haze 122nd year of Ascendancy at 00:26 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Nemui the Yeek Solipsist level 48
67th Pyre 123rd year of Ascendancy at 20:44 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nemui the Yeek Solipsist level 25
51st Haze 122nd year of Ascendancy at 17:20 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Nemui the Yeek Solipsist level 33
33rd Regrowth 123rd year of Ascendancy at 02:59 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nemui the Yeek Solipsist level 10
9th Mirth 122nd year of Ascendancy at 00:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Nemui the Yeek Solipsist level 20
18th Haze 122nd year of Ascendancy at 03:07 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Nemui the Yeek Solipsist level 30
22nd Regrowth 123rd year of Ascendancy at 09:05 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Nemui the Yeek Solipsist level 40
15th Pyre 123rd year of Ascendancy at 16:21 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nemui the Yeek Solipsist level 44
40th Pyre 123rd year of Ascendancy at 11:41 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Nemui the Yeek Solipsist level 18
69th Dusk 122nd year of Ascendancy at 23:17 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Nemui the Yeek Solipsist level 26
65th Haze 122nd year of Ascendancy at 22:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Nemui the Yeek Solipsist level 18
69th Dusk 122nd year of Ascendancy at 07:19 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Nemui the Yeek Solipsist level 37
70th Regrowth 123rd year of Ascendancy at 04:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Nemui the Yeek Solipsist level 9
7th Mirth 122nd year of Ascendancy at 10:22 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Nemui the Yeek Solipsist level 25
51st Haze 122nd year of Ascendancy at 18:19 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nemui the Yeek Solipsist level 28
6th Allure 123rd year of Ascendancy at 09:11 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Nemui the Yeek Solipsist level 40
25th Pyre 123rd year of Ascendancy at 00:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Nemui the Yeek Solipsist level 13
9th Flare 122nd year of Ascendancy at 05:18 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Nemui the Yeek Solipsist level 28
5th Allure 123rd year of Ascendancy at 15:35 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Nemui the Yeek Solipsist level 30
24th Regrowth 123rd year of Ascendancy at 06:21 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Nemui the Yeek Solipsist level 21
29th Haze 122nd year of Ascendancy at 12:43 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Nemui the Yeek Solipsist level 33
51st Regrowth 123rd year of Ascendancy at 13:09 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Nemui the Yeek Solipsist level 41
28th Pyre 123rd year of Ascendancy at 15:30 see stats
Log
Poison from Poisoned deep water hits Thought-forged defender for 20 nature damage.
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Resting starts...
Poison from Poisoned deep water hits Thought-forged defender for 20 nature damage.
Poison from Poisoned deep water hits Thought-forged defender for 20 nature damage.
Poison from Poisoned deep water hits Thought-forged defender for 20 nature damage.
Thought-forged defender stops being poisoned.
Rested for 6 turns (stop reason: all resources and life at maximum).
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Resting starts...
Rested for 55 turns (stop reason: all resources and life at maximum).
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You are yanked out of this place!
You gain 4.22 gold from the transmogrification of insulating voratun helm of ire (0 def, 5 armour).
You gain 5.92 gold from the transmogrification of drakeskin leather armour of command (31 def, 15 armour).
You gain 6.38 gold from the transmogrification of verdant elven-silk robe of the mountain (+15%) (0 def, 0 armour).
You gain 10.18 gold from the transmogrification of corrosive voratun shield of the stars (0 def, 10 armour, 185 block).
You gain 7.50 gold from the transmogrification of The Titan's Quiver (18/18, 62-87 power, 20 apr).
You gain 6.73 gold from the transmogrification of surging dragonbone magestaff of might (30-36 power, 6 apr, cold element).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Cavern leading to the valley of the moon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.






















































































































