











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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 1.7.4Official 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:
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.
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. Cleaner Item Descriptions 1.7.0Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 25 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 25 on the 76th Regrowth 123rd year of Ascendancy at 02:11 / 1 |
Primary Stats
| Strength | 20 (base 15) |
| Dexterity | 28 (base 10) |
| Constitution | 19 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 70 (base 55) |
| Cunning | 58 (base 46) |
Resources
| Life | -274/975 |
| Equilibrium | 78 |
| Steam | 100/100 |
| Healing Factor | 1.7891723257555 |
| Regeneration | 40.473068209178 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 42 |
| Crit Chance | 31% |
| APR | 18 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 13 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 40% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +18% |
| Physical | +18% |
| Cold | +31% |
| All | 0% |
| Darkness | +24% |
| Lightning | +18% |
| Mind | +15% |
| Fire | +23% |
| Nature | +37% |
Offense: Damage Penetration
| Cold | +37% |
| Lightning | +37% |
| Acid | +27% |
| Darkness | +27% |
| Blight | +32% |
| Physical | +27% |
| Fire | +32% |
| Nature | +27% |
Defense: Base
| Armour (hardiness) | 47 (60%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 8 |
| Physical Save | 30 |
| Spell Save | 34 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 59%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 19%( 70%) |
| Physical | + 27%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 25%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Confusion Resistance | 85% |
| Poison Resistance | 23% |
| Blind Resistance | 10% |
| Silence Resistance | 22% |
| Bleed Resistance | 50% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 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 Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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 Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. 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 xorn fragment. * You've found the needed mummified bone. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +21% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Hathibar the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane +6% cold Physical save +7 (+3 eff.) Healmod +22% other ------- Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Nikalthokath (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Cun +9 Dex defense ------ Armor +5 Fatigue +5% Resistance +12% cold +21% fire +15% mind +5% physical Mind save +15 (+5 eff.) Life Regen +4.58 Poison Resist +23% Confus Resist +20% A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 100.37 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Shocksear [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% cold Ignore resists +10% lightning +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +10 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
| On fingers | Islyda0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +6% cold +3% temporal +5% arcane +21% fire Mind save +6 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
| Around neck | Sunjustice0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +5% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Resistance +6% fire Healmod +12% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 378 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | Velyth the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +12% acid +6% cold Spell save +12 (+6 eff.) Mind save +6 (+2 eff.) Life Regen +1.90 Healmod +17% Disarm Resist +20% A belt that goes around your waist. |
| In off hand | Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Kilnvile (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +6 Dex +5 Wil +2 Con defense ------ Defense +2 (+1 eff.) Resistance +18% fire +15% nature +15% cold Physical save +8 (+4 eff.) Life +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 27 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison 30 physical defense ------ Armor +27 Hardiness +30% Defense +10 (+5 eff.) Fatigue +1% Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the warrior (heal 84; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 646%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the psychic (damage 298; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 297.94 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 136; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 136.25 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. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 11; resist 14%; move 32%; dur 5; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 32% faster, and you are invisible (power 11). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 290; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 290 damage for 3 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. |
schematic: Pain Suppressor Salve0.1 Encumbrance 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: Rustproof Coating0.1 Encumbrance 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: Waterproof Coating0.1 Encumbrance 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Polasenne the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +20 (+8 eff.) Damage +11% acid defense ------ Defense +5 (+2 eff.) Resistance +22% acid +1% physical Rings make your fingers look great! |
painweaver's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+5 eff.) Mindpower +7 (+2 eff.) Damage +4% all Accuracy +7 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Resistance +20% darkness Rings make your fingers look great! |
savior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+5 eff.) Mindpower +6 (+2 eff.) defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Xanena the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +5 Cun +3 Con offense ------ Physical Crit +1.0% Critical power +10.00% Mindpower +7 (+2 eff.) Damage +13% lightning +6% physical defense ------ Resistance +26% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
gladiator's gold ring of darkness (+26%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +6 Con offense ------ Physical Power +10 (+4 eff.) Damage +13% darkness defense ------ Resistance +26% darkness Rings make your fingers look great! |
vined mindstar 'Dimflash' (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Crit: * Deals 96 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+1 eff.) On-Hit 4 lightning 4 physical 4 fire 5 acid 4 cold defense ------ Resistance +5% lightning +4% physical +12% darkness +4% fire +4% cold +6% mind +10% acid Unlife -60.00 life Life Regen +4.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of balance (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +5.00% Mindpower +6 (+2 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +3 (+2 eff.) Mind save +4 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Aerikor the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +6 Con offense ------ Damage +22% nature +15% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +34% lightning +3% blight +9% all Poison Resist +48% Disease Resist +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 54.44 to 68.05 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +8% blight +13% all Life +53.00 Life Regen +2.60 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature While equipped: defense ------ Armor +11 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% acid +7% cold Life Regen +4.40 other ------- Stamina/turn +0.70 Breathe water A suit of armour made of mail. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
Polawe the Coalrain (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% light +3% blight Crit Resistance 15.00% Life +32.00 Knockbk Resist +20% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mayudawe' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Damage +6% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +6% lightning Spell save +6 (+3 eff.) Mind save +9 (+3 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelaldil (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Con offense ------ Physical Crit +5.0% Critical power +10.00% Damage +12% physical defense ------ Defense +2 (+1 eff.) other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Mardybers' (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Spellpower +25 (+18 eff.) Damage +9% blight Accuracy +19 (+10 eff.) defense ------ Defense +10 (+5 eff.) Fatigue -9% Physical save +7 (+3 eff.) Life +52.00 other ------- Max stamina +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Siloseta the Gloomtorrent (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Wil offense ------ Ignore resists +5% darkness When Hit 6 mind defense ------ Armor +1 Resistance +6% acid Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +22% Stun Resist +20% other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
traveler's pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Damage +6% physical defense ------ Armor +3 Fatigue -6% Physical save +8 (+4 eff.) other ------- Encumbrance +31 Size +1 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 3.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 124.55 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Deepsbile the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun +3 Con offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +8% arcane +9% lightning When Hit 10 darkness defense ------ Defense +2 (+1 eff.) other ------- Psi/turn +0.17 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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. A pointy cloth hat, very wizardly... |
Flameseam the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Wil +4 Con defense ------ Armor +3 Fatigue +3% Resistance +15% fire Physical save +9 (+4 eff.) Pinning Resist +20% Stun Resist +20% A hat made of leather. Very stylish. |
cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Mind save +16 (+5 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 205 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
leafwalker's hardened leather hat of precognition (4 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature While equipped: Stats +6 Cun offense ------ Accuracy +7 (+4 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +3% Resistance +8% nature Spell save +6 (+3 eff.) Life +57.00 Healmod +13% A hat made of leather. Very stylish. |
Skywedge the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +3 Cun +1 Con offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% Resistance +3% lightning A cap made of leather. |
Voruna (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +15% fire Life +60.00 Blind Resist +20% Knockbk Resist +20% A pointy cloth hat, very wizardly... |
rough leather cap 'Frostwrest' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +6% cold Ignore resists +10% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +1 Fatigue +1% Resistance +9% blight A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Murkraider the dwarven-steel helm (30 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +4 Defense +30 (+15 eff.) Fatigue +4% Resistance +3% light +3% darkness +5% arcane Physical save +21 (+10 eff.) Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +4% Resistance +9% cold Physical save +13 (+6 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
260 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Velitha1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +27% acid +3% mind defense ------ Resistance +15% mind Life +43.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
iron torque of mindblast 'Treesmash' [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Damage +18% nature defense ------ Resistance +12% nature Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+3 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Cyrygakira the yew totem of healing [power 242] (15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +3% mind Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown 100% to heal for 53. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mastery Wyrm the Thalore Wyrmic level 10
48th Dusk 122nd year of Ascendancy at 15:18 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Mastery Wyrm the Thalore Wyrmic level 23
67th Regrowth 123rd year of Ascendancy at 12:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mastery Wyrm the Thalore Wyrmic level 22
46th Regrowth 123rd year of Ascendancy at 00:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mastery Wyrm the Thalore Wyrmic level 10
39th Dusk 122nd year of Ascendancy at 09:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mastery Wyrm the Thalore Wyrmic level 20
6th Decay 122nd year of Ascendancy at 12:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mastery Wyrm the Thalore Wyrmic level 10
40th Dusk 122nd year of Ascendancy at 05:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mastery Wyrm the Thalore Wyrmic level 20
10th Decay 122nd year of Ascendancy at 11:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mastery Wyrm the Thalore Wyrmic level 17
12nd Haze 122nd year of Ascendancy at 22:05 see stats
Log
Mastery Wyrm hits Quasit for 153 lightning, 169 STATIC (321 total damage).
Mastery Wyrm hits Elven cultist for 190 lightning, 337 STATIC (527 total damage).
Elven cultist's spell attains critical power!
Mastery Wyrm is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Mastery Wyrm for (234 resonance), 234 blight (234 total damage).
Eliba the elven blood mage casts Blood Boil.
Mastery Wyrm is free from the decrepitude disease.
Mastery Wyrm slows down.
Eliba the elven blood mage receives 60 healing.
Eliba the elven blood mage hits Mastery Wyrm for (58 resonance), 58 blight (58 total damage).
Elven cultist casts Grace of the Eternals.
Elven cultist speeds up.
Poison from Mastery Wyrm hits Quasit for 5 nature damage.
Elven cultist casts Rune: Stormshield.
Elven cultist summons a storm to protect them!
Quasit uses Overpower.
Quasit misses Mastery Wyrm.
Quasit misses Mastery Wyrm.
Elven cultist casts Timeless.
Quasit hits Mastery Wyrm for (14 resonance), 14 physical (14 total damage).
Melee retaliation hits Quasit for 27 nature, 35 physical, 37 cold, 5 nature (104 total damage).
Eliba the elven blood mage casts Blood Grasp.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Your resonance field crumbles under the damage!
The psychic field around Mastery Wyrm crumbles.
Eliba the elven blood mage receives 22 healing from Eliba the elven blood mage's Blood Grasp.
Eliba the elven blood mage's Blood Grasp hits Mastery Wyrm for (10 resonance), 87 blight (87 total damage).
Elven cultist's Soul Rot hits Mastery Wyrm for 682 blight damage.
Mastery Wyrm the level 25 thalore wyrmic was plagued to death by an elven cultist on level 3 of Dark crypt.

































































































































