










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Doombringer |
Level / Exp | 33 / 13% |
Size | big |
Lifes / Deaths | Killed by armoured skeleton warrior at level 33 on the 53rd Pyre 123rd year of Ascendancy at 15:35 / 1 |
Primary Stats
Strength | 77 (base 49) |
Dexterity | 32 (base 11) |
Constitution | 51 (base 41) |
Magic | 82 (base 49) |
Willpower | 43 (base 10) |
Cunning | 35 (base 11) |
Resources
Mana | 337/337 |
Psi | 133/133 |
Vim | 4/163 |
Life | -234/1022 |
Stamina | 259/278 |
Healing Factor | 1.4540316950179 |
Regeneration | 22.173983349023 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -22% |
Spell | 0% |
Global | +91.612624461821% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 6 |
See Stealth | 36.508560162218 |
See Invisible | 48.508560162218 |
Offense: Mainhand
Damage | 152 |
Accuracy | 52 |
Crit Chance | 16% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Mind | +15% |
All | +10% |
Defense: Base
Armour (hardiness) | 68.040084512322 (87.903125182002%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 22 |
Physical Save | 54 |
Spell Save | 46 |
Mental Save | 50 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 38%( 70%) |
All | + 13%( 70%) |
Lightning | + 23%( 70%) |
Light | + 31%( 70%) |
Physical | + 19%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 67%( 70%) |
Mind | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 64% |
Silence Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: 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 510 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Corruption / Fearfire | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Premonition |
talent | Chant of Fortress |
detrimental effect | The target is hexed, granting it 24% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | The target is hexed. Each time it uses an ability it takes 29.75 fire damage, and talent cooldowns are increased by 15% plus 1 turn. Burning Hex |
beneficial effect | Reduces fire damage received by 18%. Premonition Shield |
detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 22.12 blight damage per turn. Rotting Disease |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 8% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | Reduces global action speed by 29% and all outgoing projectiles speed by 56%. Congeal Time |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
detrimental effect | Cold resistance reduced by 6%, movement speed reduced by 22%. Hoarfrost |
beneficial effect | Fire damage increased by 20%. Born into Magic |
detrimental effect | Soul absorbed upon death. Soul Leech |
Quests
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by orc corruptor. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 197. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
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! | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil +2 Cun +1 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+5 eff.) Mind.save +13 (+4 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Armour +10 Die.at -80.00 life Blind- +26% Confus- +20% ---------- misc Light +8 See.Stealth +8 See.Invis +11 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Defense +5 (+0 eff.) Fatigue +4% Resists +13% cold +6% fire +6% light +15% mind Mind.save +15 (+5 eff.) Max.HP +20.00 Stun/Frz- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +3% cold Res.pen +15% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% blight +3% cold Mind.save +7 (+2 eff.) Max.HP +53.00 HP.reg +11.00 Heal.mod +12% Confus- +24% Stun/Frz- +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +7 Wil +3 Cun dps ---------- Phys.pwr +7 (+1 eff.) Mind.pwr +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Crit.dmg- 15.00% Phys.save +23 (+7 eff.) Spell.save +23 (+8 eff.) Mind.save +15 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 49.0 - 78.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +9 Mag +10 Wil +7 Cun +12 Con dps ---------- Res.pen +10% all Acc +19 (+7 eff.) Apr +13 Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Str +4 Mag +2 Wil dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 4 acid 4 fire 4 lightning 3 cold ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% acid Mind.save +13 (+4 eff.) Max.HP +26.00 HP.reg +4.00 Heal.mod +5% Confus- +20% A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +3 Cun dps ---------- Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +8 Defense +9 (+0 eff.) Resists +15% fire +15% light +19% cold Crit.dmg- 15.00% Stealth +9 ---------- misc Hate/m.crit +4.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 375 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 |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 322.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 blight, 4 cold, 5 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.90 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1050% for 10 turns (0 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Phys.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 60% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 50% Mag, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 19 Ranged+ +20 mind On Crit.r2 +20 mind On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+0 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. This item has been sent to the Item's Vault. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+0 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 84.24 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +18% lightning +2% physical +8% fire +5% arcane +8% cold Silence- +20% Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +2 Dex +4 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 263.9 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +15% lightning +12% fire Mind.save +6 (+2 eff.) ---------- misc Max.psi +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +10 (+3 eff.) Spell.save +8 (+3 eff.) Heal.mod +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: ----- def ----- Resists +7% temporal +7% cold Def/telep +13 Res/telep +13% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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. |
Achievements
By Alice the Higher Doombringer level 28
44th Regrowth 123rd year of Ascendancy at 12:53 see stats
By Alice the Higher Doombringer level 26
7th Regrowth 123rd year of Ascendancy at 15:36 see stats
By Alice the Higher Doombringer level 10
4th Dusk 122nd year of Ascendancy at 02:32 see stats
By Alice the Higher Doombringer level 26
8th Regrowth 123rd year of Ascendancy at 02:15 see stats
By Alice the Higher Doombringer level 19
61st Dusk 122nd year of Ascendancy at 13:42 see stats
By Alice the Higher Doombringer level 28
11st Regrowth 123rd year of Ascendancy at 05:54 see stats
By Alice the Higher Doombringer level 5
77th Pyre 122nd year of Ascendancy at 12:37 see stats
By Alice the Higher Doombringer level 22
34th Haze 122nd year of Ascendancy at 20:31 see stats
By Alice the Higher Doombringer level 10
4th Dusk 122nd year of Ascendancy at 02:30 see stats
By Alice the Higher Doombringer level 20
62nd Dusk 122nd year of Ascendancy at 18:59 see stats
By Alice the Higher Doombringer level 30
40th Pyre 123rd year of Ascendancy at 20:59 see stats
By Alice the Higher Doombringer level 26
71st Haze 122nd year of Ascendancy at 18:30 see stats
By Alice the Higher Doombringer level 21
64th Dusk 122nd year of Ascendancy at 18:35 see stats
By Alice the Higher Doombringer level 21
6th Haze 122nd year of Ascendancy at 19:03 see stats
By Alice the Higher Doombringer level 26
54th Haze 122nd year of Ascendancy at 10:28 see stats
By Alice the Higher Doombringer level 30
45th Pyre 123rd year of Ascendancy at 14:41 see stats
By Alice the Higher Doombringer level 9
1st Mirth 122nd year of Ascendancy at 11:21 see stats
By Alice the Higher Doombringer level 9
4th Mirth 122nd year of Ascendancy at 19:08 see stats
By Alice the Higher Doombringer level 28
23rd Regrowth 123rd year of Ascendancy at 00:24 see stats
By Alice the Higher Doombringer level 32
52nd Pyre 123rd year of Ascendancy at 21:07 see stats
By Alice the Higher Doombringer level 19
60th Dusk 122nd year of Ascendancy at 15:55 see stats
By Alice the Higher Doombringer level 27
9th Regrowth 123rd year of Ascendancy at 11:14 see stats
Log
Ghoul is on fire!
Skeleton mage is on fire!
Armoured skeleton warrior is on fire!
The Master is on fire!
Armoured skeleton warrior is on fire!
Alice is knocked back!
Alice damages herself through Martyrdom!
Fiery Aegis from Alice hits Armoured skeleton warrior for 164 fire damage.
Fiery Aegis from Alice hits Skeleton mage for (225 absorbed), 0 fire (0 total damage).
Fiery Aegis from Alice hits Armoured skeleton warrior for 193 fire damage.
Fiery Aegis from Alice hits Ghoul for 208 fire damage.
Fiery Aegis from Alice hits Armoured skeleton warrior for (42 blocked), 166 fire (166 total damage).
Fiery Aegis from Alice hits The Master for 186 fire damage.
Armoured skeleton warrior hits Alice for (1 abyssal shield), 10 cold (10 total damage).
The Master's Strike hits Alice for (1 abyssal shield), (100 absorbed), (1 abyssal shield), 3 fire, 47 cold (50 total damage).
Ghoul hits Alice for (1 abyssal shield), 4 fire (4 total damage).
Armoured skeleton warrior hits Alice for (1 abyssal shield), 12 cold (12 total damage).
Armoured skeleton warrior hits Alice for (1 abyssal shield), 3 fire (3 total damage).
Alice damages herself through Martyrdom!
Burning from Alice hits The Master for 62 fire damage.
The Master hits Alice for (1 abyssal shield), 3 cold (3 total damage).
Ghoul's is no longer blazing.
Alice receives 2 healing from Devouring flames from Alice.
Ghoul receives 74 healing from Ghoul's purging blight area effect.
Ghoul receives 74 healing from Ghoul's purging blight area effect.
The Master receives 59 healing from Ghoul's purging blight area effect.
Rotting Disease from Elder vampire hits Alice for (2 abyssal shield), 17 blight (17 total damage).
Ghoul is not disabled anymore.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Alice!