











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.6.0This 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 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.6.7Official 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 | Doomed |
| Level / Exp | 50 / 2766% |
| Size | small |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 11 on the 8th Dusk 122nd year of Ascendancy at 21:59 5 / 3Killed by Urkis, the High Tempest at level 24 on the 6th Allure 123rd year of Ascendancy at 06:00 Killed by Hidey N Closet at level 50 on the 53rd Dusk 123rd year of Ascendancy at 22:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 101.27273363053 (base 60) |
| Dexterity | 54 (base 35) |
| Constitution | 92.545467261064 (base 60) |
| Magic | 34.272733630532 (base 10) |
| Willpower | 161.54546726106 (base 60) |
| Cunning | 158.54546726106 (base 60) |
Resources
| Life | 1574/1574 |
| Hate | 100/100 |
| Equilibrium | 53 |
| Steam | 100/100 |
| Healing Factor | 1.4706066980066 |
| Regeneration | 231.43372135272 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120.57749233164% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 8.5454672610632 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 69 |
| Crit Chance | 61% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 69 |
| Crit Chance | 81% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 109 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +38% |
| Light | +48% |
| Lightning | +38% |
| Nature | +71% |
| Physical | +31% |
| Mind | +68% |
| All | +28% |
Offense: Damage Penetration
| Acid | +30% |
| Nature | +40% |
| Fire | +25% |
| Mind | +80% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 30.577399688945 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 59 |
| Mental Save | 84 |
Defense: Resistances
| Acid | + 73%( 73%) |
| Blight | + 83%( 83%) |
| Arcane | + 83%( 83%) |
| Cold | + 73%( 73%) |
| All | +108%( 73%) |
| Physical | + 75%( 75%) |
| Lightning | + 73%( 73%) |
| Light | + 73%( 73%) |
| Temporal | + 73%( 73%) |
| Mind | + 83%( 83%) |
| Darkness | + 82%( 82%) |
| Fire | + 73%( 73%) |
| Nature | + 73%( 73%) |
Defense: Immunities
| Stun Resistance | 85% |
| Pinning Resistance | 0% |
| Confusion Resistance | 100% |
| Fear Resistance | 19% |
| Silence Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 19% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1048% 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 Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -888 life. The duration and life will increase by 1% for every 1% life you have lost (currently 888 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 663 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.80 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Elemental Harmony |
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Shadow Decoy |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Antimagic Shield |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 53 damage from the next 3.7 attack(s) with a 12% chance to counterattack. Guarded |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 21%. Strength and Willpower are increased by 10. Poisons and diseases have a 27% chance of being neutralized each turn. Cursed Form |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +4 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 115 mind and 88 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 200 Mind damage, and deal 153 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | You gain 114% resistance against cold. Resolve |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+49% chance to avoid traps). Power 2+: -1 Luck, +12 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+19% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 53% if the increase would be enough to kill your opponent. |
| beneficial effect | Increases armour by 10. Elemental Harmony |
| beneficial effect | The target has 131 increased life regeneration. Recovery |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
| beneficial effect | The target ignores pain, reducing all damage taken by 60%. Pain Suppression |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have been tasked to remove at leastg 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. | 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 Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 139. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Arunik the Cleansespiker (Shrouds) (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Wil +6 Cun +3 Con dps ---------- Dmg.mod +6% nature Res.pen +5% fire ----- def ----- Armour +6 Resists +12% nature Phys.save +22 (+6 eff.) Spell.save +8 (+2 eff.) Mind.save +21 (+4 eff.) ---------- misc Infravis +1 Curse of Shrouds A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Guidance 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +12 Wil +12 Cun +12 Con dps ---------- Dmg.mod +20% light ----- def ----- Resists +20% blight +40% arcane Res.Cap +10% blight +10% arcane Phys.save +15 (+4 eff.) Spell.save +30 (+7 eff.) Mind.save +15 (+3 eff.) ---------- misc Equi/turn -1.00 Light +11 See.Stealth +10 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. This item has been sent to the Item's Vault. |
| On head | Omniscience (Shrouds) (7 def, 0 armour) 1.0 T5 head armor [Unique] Psionic While equipped: Stats +10 Cun dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +40 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Curse of Shrouds Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
| On hands | Scaldswift the hardened leather gloves (Corpses) (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Melee+ 10 physical Dmg.mod +3% physical Melee Ret 10 fire ----- def ----- Armour +9 Crit.dmg- 15.00% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | solipsist's voratun ring of nature (+34%)0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +17% nature ----- def ----- Resists +34% nature Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 2376.86 You won the Ring of Blood trial, and this is your reward. |
| Around neck | protective voratun amulet of willpower (+7)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Wil ----- def ----- Armour +6 Defense +8 (+3 eff.) Res.Cap +3% all Phys.save +19 (+5 eff.) Amulets can have magical properties. |
| In main hand | Eyal's Will (Misfortune) (22-24.2 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion On Hit: * flashes light on your target dealing 124 damage While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Crit.mult +15.00% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Curse of Misfortune Slime Wave: Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 179.26 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. This item has been sent to the Item's Vault. |
| Around waist | noble's hardened leather belt of the vagrant (Nightmares) 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +5 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Against +26% Summoned ----- def ----- Defense +10 (+4 eff.) D.Red.from +19% Summoned Mind.save +7 (+1 eff.) Proj.slow +25% Curse of Nightmares A belt that goes around your waist. |
| In off hand | Nexus of the Way (Misfortune) (22-24.2 power, 60 apr, mind damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +60 Crit +25.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +23 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Mind.save +15 (+3 eff.) Confus- +30% ---------- misc Masteries +0.20 Race/Yeek Curse of Misfortune Wayist: (Instant) Level 1.5 Pwr.cost 60 out of 53/60. Range 4 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 83 (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 | Cloth of Dreams (Corpses) (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind +30% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Stun/Frz- +50% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Corpses Slumber: Level 4.2 Pwr.cost 10 out of 21/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 121 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Crimson Robe (Misfortune) (12 def, 0 armour) 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +20 Wil +20 Cun +10 Con dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Cursed Bolt 2 On Mind Hit: 8% Waking Nightmare 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
healing infusion (heal 78; cd 13)0.1 infusion scroll [Normal] 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 instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. 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 411; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 411 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 psychic (heal 816; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 816 life over 5 turns. 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. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 271 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
cleansing steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +11% nature +12% blight Poison- +20% Disease- +24% Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gladiator's gold ring of corrosion (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +13% acid ----- def ----- Resists +26% acid Rings can have magical properties. |
Ring of the Dead (Shrouds)0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Shrouds 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. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 66.05 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Ring of the War Master (Nightmares)0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
infernal dragonbone magestaff of protection (Nightmares) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +37.00% Spell.pwr +24 (+4 eff.) Melee+ 34 fire Dmg.mod +30% fire ----- def ----- Resists +15% fire ---------- misc See.Invis +20 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff (Shrouds) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +39.00% Spell.pwr +25 (+4 eff.) Melee+ 35 fire Dmg.mod +30% fire ---------- misc See.Invis +18 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of breaching (Corpses) (30-36 power, 6 apr, light element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +9% Phys.pwr +14 (+5 eff.) Spell.pwr +24 (+4 eff.) Dmg.mod +30% light Res.pen +15% light Acc +15 (+7 eff.) ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Porithra the Glitterwire (Shrouds) (57.5-86.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 57.5 - 86.3 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 nature While equipped: Stats +1 Wil dps ---------- Phys.crit +14.0% Crit.mult +28.00% Spell.pwr +10 (+2 eff.) Dmg.mod +9% light +3% blight Res.pen +10% arcane +14% all Acc +7 (+4 eff.) Apr +26 Melee Ret 4 light Curse of Shrouds Massive two-handed battleaxes. |
The Gaping Maw (Shrouds) (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 Curse of Shrouds This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
warbringer's voratun battleaxe (Madness) (56.5-84.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 56.5 - 84.8 Physical Uses 40% Wil, 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +21% physical ----- def ----- Disarm- +36% Curse of Madness Massive two-handed battleaxes. |
voratun greatsword of massacre (Misfortune) (82-131.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 82.0 - 131.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Curse of Misfortune Massive two-handed swords. |
arcing voratun longsword of massacre (Madness) (58.5-81.9 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 58.5 - 81.9 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Madness Sharp, long, and deadly. |
Razorblade, the Cursed Waraxe (Misfortune) (38-53.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+15 eff.) Apr +30 Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
warbringer's voratun waraxe (Shrouds) (41.5-58.1 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 41.5 - 58.1 Physical Uses 40% Wil, 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +15% physical ----- def ----- Disarm- +35% Curse of Shrouds One-handed war axes. |
Spellblaze Shard (Nightmares) (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease Curse of Nightmares This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
voratun dagger of crippling (Misfortune) (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 37.0 - 48.1 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Curse of Misfortune Sharp, short and deadly. |
epiphanous living mindstar (Nightmares) (16-17.6 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +14 (+2 eff.) Dmg.mod +25% mind ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Curse of Nightmares 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. |
protector's living mindstar of sand (Misfortune) (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 11 physical Dmg.mod +11% physical Res.pen +8% physical ----- def ----- Resists +10% physical +7% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Curse of Misfortune 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. |
wrathful living mindstar of disruption (Madness) (18-19.8 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +12% 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% While equipped: dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 Talents +1 Attune Mindstar Curse of Madness 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. |
Dethzaw (Madness) (40-60 power, 27 apr)3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 40.0 - 60.0 Fire Uses 40% Wil, 110% Str Acc+ +0.3% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+4 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Curse of Madness Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Storm Fury (Nightmares)4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+5 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+10 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 74 to 149 lightning damage based on Magic with a chance to inflict Daze. Curse of Nightmares This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Black Robe (Nightmares) (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 Curse of Nightmares A silk robe, darker than the darkest night sky, it radiates power. |
Galen's Flowing Robe (Misfortune) (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+5 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown Curse of Misfortune This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
ancient elven-silk robe of power (Shrouds) (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +30% physical +26% temporal +20% all Res.pen +15% temporal +15% physical ----- def ----- Resists +15% all Anom.red +16 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe (Shrouds) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +8 Str +7 Mag +8 Wil dps ---------- Dmg.mod +20% lightning +23% physical +23% cold ----- def ----- Resists +15% lightning +15% cold +15% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (Shrouds) (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +20% lightning +25% physical +30% cold ----- def ----- Resists +15% lightning +15% cold +15% blight +15% all Max.HP +85.00 HP.reg +6.00 Heal.mod +30% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scale Mail of Kroltar (Madness) (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Madness Devouring Flame: Level 3.9 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 87.46 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
fortifying voratun plate armour (Shrouds) (0 def, 16 armour)17.0 T5 massive armor [Ego+] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +78.00 Curse of Shrouds A suit of armour made of metal plates. |
Ethereal Embrace (Misfortune) (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Curse of Misfortune Aether Breach: Level 2.6 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 48.11 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Unbreakable Greaves (Corpses) (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
traveler's pair of voratun boots of invasion (Madness) (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +5 Fatigue -6% Phys.save +11 (+3 eff.) ---------- misc Max.enc +48 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Gauntlets (Shrouds) (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Gauntlets. But with steam power! |
Malslek the Accursed's Hat (Madness) (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: Stats +0 Cun dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+2 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Dark Torrent 2 Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Nimbus of Enlightenment (Nightmares) (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Mind.save -25 (-5 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. Curse of Nightmares By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Dragon-helm of Kroltar (Corpses) (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Curse of Corpses Bellowing Roar: Level 3.9 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 43%) for 3 turns. The sound wave is so strong, your foes also take 204.23 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
mindcaging voratun helm (Shrouds) (0 def, 5 armour)3.0 T5 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +22% mind Mind.save +24 (+5 eff.) Confus- +41% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
3 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
414 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +13% mind +15% fire ----- def ----- Mind.save +15 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
cleansing dragonbone totem of summon tentacle [power 470] (25 cooldown)2.0 T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1143 Base Damage: 558 Armor: 32 All Resist: 26 Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 114 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 172.44 temporal and 172.44 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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"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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Hidey N Closet the Yeek Doomed level 36
22nd Pyre 123rd year of Ascendancy at 22:26 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hidey N Closet the Yeek Doomed level 49
7th Flare 123rd year of Ascendancy at 08:57 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Hidey N Closet the Yeek Doomed level 36
21st Pyre 123rd year of Ascendancy at 04:49 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Hidey N Closet the Yeek Doomed level 23
2nd Allure 123rd year of Ascendancy at 00:04 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Hidey N Closet the Yeek Doomed level 45
2nd Flare 123rd year of Ascendancy at 21:52 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Hidey N Closet the Yeek Doomed level 43
75th Pyre 123rd year of Ascendancy at 12:02 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Hidey N Closet the Yeek Doomed level 44
10th Mirth 123rd year of Ascendancy at 21:51 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hidey N Closet the Yeek Doomed level 40
52nd Pyre 123rd year of Ascendancy at 08:42 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hidey N Closet the Yeek Doomed level 12
8th Dusk 122nd year of Ascendancy at 23:18 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Hidey N Closet the Yeek Doomed level 39
42nd Pyre 123rd year of Ascendancy at 00:35 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Hidey N Closet the Yeek Doomed level 50
10th Dusk 123rd year of Ascendancy at 09:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hidey N Closet the Yeek Doomed level 20
66th Dusk 122nd year of Ascendancy at 06:00 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hidey N Closet the Yeek Doomed level 37
28th Pyre 123rd year of Ascendancy at 07:45 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Hidey N Closet the Yeek Doomed level 50
42nd Dusk 123rd year of Ascendancy at 11:53 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Hidey N Closet the Yeek Doomed level 39
40th Pyre 123rd year of Ascendancy at 03:08 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 Hidey N Closet the Yeek Doomed level 22
70th Dusk 122nd year of Ascendancy at 15:17 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Hidey N Closet the Yeek Doomed level 47
3rd Flare 123rd year of Ascendancy at 00:53 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 Hidey N Closet the Yeek Doomed level 31
70th Regrowth 123rd year of Ascendancy at 17:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hidey N Closet the Yeek Doomed level 10
7th Flare 122nd year of Ascendancy at 12:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hidey N Closet the Yeek Doomed level 20
63rd Dusk 122nd year of Ascendancy at 01:42 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Hidey N Closet the Yeek Doomed level 30
65th Regrowth 123rd year of Ascendancy at 03:20 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Hidey N Closet the Yeek Doomed level 40
42nd Pyre 123rd year of Ascendancy at 00:35 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Hidey N Closet the Yeek Doomed level 50
7th Flare 123rd year of Ascendancy at 13:56 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Hidey N Closet the Yeek Doomed level 50
40th Dusk 123rd year of Ascendancy at 08:13 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hidey N Closet the Yeek Doomed level 18
51st Dusk 122nd year of Ascendancy at 22:46 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Hidey N Closet the Yeek Doomed level 31
8th Pyre 123rd year of Ascendancy at 06:00 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hidey N Closet the Yeek Doomed level 18
59th Dusk 122nd year of Ascendancy at 17:17 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Hidey N Closet the Yeek Doomed level 44
7th Mirth 123rd year of Ascendancy at 07:47 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Hidey N Closet the Yeek Doomed level 50
53rd Dusk 123rd year of Ascendancy at 22:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hidey N Closet the Yeek Doomed level 11
8th Flare 122nd year of Ascendancy at 18:43 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Hidey N Closet the Yeek Doomed level 50
53rd Dusk 123rd year of Ascendancy at 22:14 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Hidey N Closet the Yeek Doomed level 42
75th Pyre 123rd year of Ascendancy at 06:53 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hidey N Closet the Yeek Doomed level 23
69th Haze 122nd year of Ascendancy at 21:37 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hidey N Closet the Yeek Doomed level 35
20th Pyre 123rd year of Ascendancy at 07:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hidey N Closet the Yeek Doomed level 19
63rd Dusk 122nd year of Ascendancy at 01:15 see stats
Triumph of the Way (Nightmare (Adventure) difficulty)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Hidey N Closet the Yeek Doomed level 50
53rd Dusk 123rd year of Ascendancy at 22:14 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hidey N Closet the Yeek Doomed level 35
20th Pyre 123rd year of Ascendancy at 08:02 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Hidey N Closet the Yeek Doomed level 41
74th Pyre 123rd year of Ascendancy at 03:50 see stats
Log
Elandar suffers an unfortunate end.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Your hate has conquered a great adversary! (+90 hate)
The dark tendrils dissipate.
Agony from Hidey N Closet strikes Elandar in the darkness (+40% damage).
Agony from Hidey N Closet hits Elandar for 2112 mind damage.
Hidey N Closet receives 78 healing from Bloodcaller.
Agony from Hidey N Closet killed Elandar!
An elite foe has fallen to your hate! (+10 hate)
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Nightmare (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Nightmare (Adventure) difficulty)!
Saving game...
Saving done.
Hidey N Closet deactivates Antimagic Shield.
Hidey N Closet deactivates Shadow Decoy.
Hidey N Closet deactivates Gesture of Pain.
Hidey N Closet is no longer attuned.
Hidey N Closet feels pain again.
Hidey N Closet deactivates Deflection.
Hidey N Closet has finished recovering.
Hidey N Closet deactivates Elemental Harmony.
Hidey N Closet deactivates Mental Tyranny.
Hidey N Closet deactivates Call Shadows.
Hidey N Closet deactivates Shadows Empathy.



























































































































































































