












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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 1.7.4This 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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 50 / 2074% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 16 on the 12nd Steel 123rd year of Ascendancy at 20:39 3 / 4Killed by worm that walks at level 19 on the 18th Gold 123rd year of Ascendancy at 20:53 Killed by luminous horror at level 22 on the 5th Voratun 123rd year of Ascendancy at 18:31 Killed by Celia at level 24 on the 37th Profit 123rd year of Ascendancy at 00:18 |
Antimagic | Follower |
Primary Stats
Strength | 103 (base 60) |
Dexterity | 30 (base 15) |
Constitution | 87 (base 27) |
Magic | 22 (base 10) |
Willpower | 99 (base 60) |
Cunning | 107 (base 60) |
Resources
Life | 2345/2345 |
Stamina | 448/510 |
Equilibrium | 28 |
Healing Factor | 2.24987046281 |
Regeneration | 32.015846114654 |
Speed
Mental | +12.83402157095% |
Attack | +12.83402157095% |
Movement | +43.90900053044% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
See Stealth | 50 |
See Invisible | 64 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 162 |
Accuracy | 83 |
Crit Chance | 75% |
APR | 83 |
Speed | 0.89 |
Offense: Offhand
Damage | 150 |
Accuracy | 83 |
Crit Chance | 73% |
APR | 50 |
Speed | 0.89 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 81% |
Speed | 0.88625751885587 |
Offense: Damage Bonus
Acid | +50% |
Blight | +38% |
Physical | +89% |
Cold | +89% |
All | +16% |
Darkness | +46% |
Lightning | +87% |
Mind | +30% |
Fire | +75% |
Nature | +83% |
Offense: Damage Penetration
Acid | +33% |
Blight | +33% |
Physical | +48% |
Cold | +33% |
All | 0% |
Lightning | +33% |
Darkness | +33% |
Fire | +33% |
Nature | +58% |
Defense: Base
Armour (hardiness) | 91.635577612794 (100%) |
Defense | 68 |
Ranged Defense | 73 |
Fatigue | 13 |
Physical Save | 74 |
Spell Save | 69 |
Mental Save | 67 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 8%( 40%) |
Cold | + 80%( 80%) |
All | + 29%( 70%) |
Lightning | + 72%( 80%) |
Temporal | + 46%( 70%) |
Physical | + 68%( 70%) |
Darkness | + 57%( 80%) |
Fire | + 76%( 80%) |
Nature | + 74%( 80%) |
Defense: Immunities
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 80% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 786 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -958 life. The duration and life will increase by 1% for every 1% life you have lost (currently 958 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.60 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.60 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Icy Skin |
talent | Psiblades |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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: 2033. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Con +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Res.pen +15% physical ----- def ----- Defense +15 (+4 eff.) Resists +6% darkness +9% fire Crit.chn- 5.00% Phys.save +20 (+5 eff.) Spell.save +32 (+8 eff.) Mind.save +34 (+8 eff.) Blind- +44% Confus- +30% ---------- misc Light +10 See.Stealth +50 See.Invis +50 Track: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 205.32 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 2 temporal ----- def ----- Resists +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 739 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 30% for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+4 eff.) Melee+ 35 physical Ranged+ 22 physical Dmg.mod +9% all Melee Ret 34 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 42 On Hit (Ranged): * 18% chance to reduce all saves and defense by 42 ----- def ----- Heal.mod +50% ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 20.5 - 22.6 Nature Uses 99% Wil, 59% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% On Crit.r2 +4 mind +20 cold While equipped: Stats +2 Str dps ---------- Mind.crit +5% Mind.pwr +42 (+9 eff.) Melee+ 14 mind 15 darkness Dmg.mod +37% lightning +16% physical +8% darkness +25% fire +8% mind +39% cold Acc +20 (+5 eff.) ----- def ----- Defense +34 (+9 eff.) Resists +6% acid +9% temporal Pinning- +40% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 99% Wil, 40% Str, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +50 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +20 (+4 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Armour +4 Resists +10% acid +10% physical +10% lightning +10% cold +10% fire +4% all ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 8.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe lightning in a frontal cone of radius 11. Any target caught in the area will take 585.99 to 1757.97 lightning damage (1171.98 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +40 Con ----- def ----- Defense +10 (+3 eff.) Resists +10% blight +10% cold +25% nature +10% darkness Crit.chn- 23.00% Affinity +15% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 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 512 (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 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 645.77 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun ----- def ----- Resists +12% acid +12% mind +3% nature Phys.save +21 (+5 eff.) Spell.save +21 (+5 eff.) Mind.save +25 (+6 eff.) Blind- +36% Disease- +10% Teleport- +10% ---------- misc Infravis +10 Sight +2 See.Invis +13 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ---------- misc Masteries +0.18 Wild-gift/Higher draconic abilities Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +10 (+3 eff.) Res.Cap +4% all Phys.save +19 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +24% temporal Pinning- +27% Knockbk- +28% ---------- misc Masteries +0.26 Wild-gift/Mindstar mastery +0.26 Wild-gift/Cold drake aspect Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +10 Con +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +7% darkness +6% temporal +4% light +7% physical Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +6% acid +16% cold Res.pen +10% acid +10% fire Acc +14 (+4 eff.) Apr +17 Melee Ret 2 acid 6 fire On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +15 (+4 eff.) Resists +32% cold Spell.save +18 (+4 eff.) ---------- misc Max.stam +34.00 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 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 141% 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! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +9% arcane Melee Ret 10 darkness ----- def ----- Spell.save +9 (+2 eff.) Max.HP +39.00 Disarm- +28% Pinning- +35% Knockbk- +40% ---------- misc Max.vim +40.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +15% arcane Melee Ret 11 mind ----- def ----- Resists +18% light Mind.save +6 (+1 eff.) HP.reg +9.00 Stun/Frz- +45% ---------- misc Equi/ret +0.12 Psi/ret +0.20 Max.hate +11.14 Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -8% Resists +15% acid +18% fire +12% darkness +9% lightning ---------- misc Max.enc +32 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +17 Cun dps ---------- Melee+ 30 physical Ranged+ 33 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 42 On Hit (Ranged): * 15% chance to reduce all saves and defense by 42 ----- def ----- Defense +14 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 21.0 - 23.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +41 Crit +5.0% Atk.spd 100% On Crit: * Deals 123 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +2 Cun dps ---------- Mind.crit +15% Phys.pwr +10 (+3 eff.) Mind.pwr +21 (+5 eff.) Melee Ret 4 physical ----- def ----- Resists +3% physical ---------- misc Hate/m.crit +5.00 Psi/m.crit +6.00 Light +3 Infravis +2 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. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 84 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.crit +5% Crit.mult +19.00% Mind.pwr +10 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Armour +4 Crit.chn- 15.00% Phys.save +6 (+1 eff.) Spell.save +8 (+2 eff.) Heal.mod +27% Heal/summ +49 Disarm- +10% Knockbk- +10% ---------- misc See.Invis +9 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +5 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 lightning Dmg.mod +11% acid +7% physical +10% cold +12% lightning +8% fire Res.pen +7% acid +7% physical +3% cold +12% lightning +7% fire ----- def ----- Resists +11% lightning Heal/summ +34 ---------- misc Max.summ +2 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +13 (+3 eff.) Dmg.mod +10% lightning +10% cold +21% mind +9% physical ----- def ----- Defense +27 (+7 eff.) Pinning- +35% ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +3 Mag +5 Wil +3 Cun +4 Con dps ---------- Mind.crit +9% Mind.pwr +16 (+4 eff.) Melee+ 10 lightning Dmg.mod +12% lightning +9% mind Res.pen +5% lightning ----- def ----- Resists +15% lightning ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +2 Dex +4 Mag +5 Wil +4 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +17 (+4 eff.) Melee+ 12 lightning Dmg.mod +14% lightning Res.pen +13% lightning ----- def ----- Resists +14% lightning ---------- misc 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 16 cold Dmg.mod +11% cold Res.pen +15% cold ----- def ----- Armour +9 Resists +12% cold ---------- misc Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 217.10 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 blight While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Res.pen +10% blight ----- def ----- Resists +5% arcane +6% blight Phys.save +18 (+4 eff.) Die.at -80.00 life Max.HP +47.00 HP.reg +2.00 Pinning- +20% Teleport- +20% ---------- misc 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ---------- misc 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +26% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ---------- misc 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +3% blight Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +7 (+2 eff.) Disease- +17% ---------- misc Equi/ret +1.40 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +5% all Phys.save +4 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.20 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +13% Mind.pwr +10 (+2 eff.) Melee+ 13 physical Dmg.mod +13% physical Res.pen +17% physical ----- def ----- Resists +13% physical ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +15.0% Mind.crit +8% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +9 Cun +8 Lck dps ---------- Against +33% Summoned ----- def ----- D.Red.from +28% Summoned Stealth +11 ---------- misc T.Disarm +21 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Con ----- def ----- Defense +10 (+3 eff.) Resists +23% light +19% fire Spell.save +14 (+3 eff.) Stealth +12 ---------- misc Stam/turn +1.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +19 (+5 eff.) Phys.save +24 (+6 eff.) Spell.save +11 (+2 eff.) Mind.save +22 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +6 Cun +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Dmg.mod +6% mind +9% darkness Res.pen +25% mind Apr +13 Melee Ret 4 darkness ----- def ----- Armour +5 Resists +9% darkness Phys.save +23 (+6 eff.) Mind.save +16 (+4 eff.) ---------- misc Stam/turn +1.10 Max.stam +38.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% nature Res.pen +5% arcane Melee Ret 2 arcane 8 nature On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue -10% Resists +5% arcane Phys.save +11 (+3 eff.) Max.HP +53.00 ---------- misc Max.enc +37 Stam/turn +0.60 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Armour +5 Defense +30 (+8 eff.) Fatigue +4% Resists +3% lightning +28% fire +5% arcane +28% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Dex +4 Wil +4 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +4% Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +8 Dex +6 Wil +5 Con dps ---------- Dmg.mod +6% light +6% cold Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +5 Fatigue +5% Resists +9% cold Mind.save +15 (+4 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Str +2 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +20% darkness ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +5% Resists +6% temporal +14% fire +13% cold +7% all Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +10 Str +7 Wil +2 Cun dps ---------- Mind.pwr +10 (+2 eff.) Melee Ret 8 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +41 Fatigue +22% Resists +19% acid +26% physical +29% darkness +12% cold +13% lightning +38% fire ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. This item has been sent to the Item's Vault. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +6% acid +12% physical +21% darkness +10% blight +10% cold +10% lightning +10% fire Disarm- +32% Stun/Frz- +33% Knockbk- +28% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 257/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 528.35 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 6 detrimental mental effects for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 19 spaces and dealing 1326 physical damage Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 71% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Dwyer the Dwarf Wyrmic level 35
8th Shortage 123rd year of Ascendancy at 05:06 see stats
By Dwyer the Dwarf Wyrmic level 50
14th Shortage 124th year of Ascendancy at 14:36 see stats
By Dwyer the Dwarf Wyrmic level 35
6th Shortage 123rd year of Ascendancy at 14:25 see stats
By Dwyer the Dwarf Wyrmic level 22
20th Stralite 123rd year of Ascendancy at 22:03 see stats
By Dwyer the Dwarf Wyrmic level 40
27th Gold 124th year of Ascendancy at 21:34 see stats
By Dwyer the Dwarf Wyrmic level 40
8th Stralite 124th year of Ascendancy at 04:10 see stats
By Dwyer the Dwarf Wyrmic level 46
22nd Wealth 124th year of Ascendancy at 09:52 see stats
By Dwyer the Dwarf Wyrmic level 39
24th Gold 124th year of Ascendancy at 11:29 see stats
By Dwyer the Dwarf Wyrmic level 50
29th Iron 125th year of Ascendancy at 21:35 see stats
By Dwyer the Dwarf Wyrmic level 43
6th Profit 124th year of Ascendancy at 15:23 see stats
By Dwyer the Dwarf Wyrmic level 14
22nd Loss 122nd year of Ascendancy at 08:48 see stats
By Dwyer the Dwarf Wyrmic level 37
29th Shortage 123rd year of Ascendancy at 06:47 see stats
By Dwyer the Dwarf Wyrmic level 48
6th Dearth 124th year of Ascendancy at 23:31 see stats
By Dwyer the Dwarf Wyrmic level 25
43rd Profit 123rd year of Ascendancy at 20:39 see stats
By Dwyer the Dwarf Wyrmic level 50
29th Iron 125th year of Ascendancy at 23:56 see stats
By Dwyer the Dwarf Wyrmic level 18
3rd Gold 123rd year of Ascendancy at 00:17 see stats
By Dwyer the Dwarf Wyrmic level 27
17th Wealth 123rd year of Ascendancy at 03:45 see stats
By Dwyer the Dwarf Wyrmic level 39
20th Gold 124th year of Ascendancy at 06:43 see stats
By Dwyer the Dwarf Wyrmic level 50
28th Shortage 124th year of Ascendancy at 22:34 see stats
By Dwyer the Dwarf Wyrmic level 50
34th Dearth 124th year of Ascendancy at 21:54 see stats
By Dwyer the Dwarf Wyrmic level 36
26th Shortage 123rd year of Ascendancy at 20:36 see stats
By Dwyer the Dwarf Wyrmic level 23
3rd Acquisition 123rd year of Ascendancy at 15:25 see stats
By Dwyer the Dwarf Wyrmic level 46
1st Dearth 124th year of Ascendancy at 03:53 see stats
By Dwyer the Dwarf Wyrmic level 42
8th Stralite 124th year of Ascendancy at 16:58 see stats
By Dwyer the Dwarf Wyrmic level 10
34th Dearth 122nd year of Ascendancy at 09:10 see stats
By Dwyer the Dwarf Wyrmic level 20
21st Gold 123rd year of Ascendancy at 06:42 see stats
By Dwyer the Dwarf Wyrmic level 30
21st Dearth 123rd year of Ascendancy at 14:11 see stats
By Dwyer the Dwarf Wyrmic level 40
27th Gold 124th year of Ascendancy at 13:24 see stats
By Dwyer the Dwarf Wyrmic level 50
19th Dearth 124th year of Ascendancy at 03:06 see stats
By Dwyer the Dwarf Wyrmic level 50
27th Shortage 124th year of Ascendancy at 00:22 see stats
By Dwyer the Dwarf Wyrmic level 48
8th Dearth 124th year of Ascendancy at 11:05 see stats
By Dwyer the Dwarf Wyrmic level 31
15th Loss 123rd year of Ascendancy at 06:53 see stats
By Dwyer the Dwarf Wyrmic level 44
25th Profit 124th year of Ascendancy at 05:44 see stats
By Dwyer the Dwarf Wyrmic level 29
20th Dearth 123rd year of Ascendancy at 04:11 see stats
By Dwyer the Dwarf Wyrmic level 38
19th Gold 124th year of Ascendancy at 14:19 see stats
By Dwyer the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 17:08 see stats
By Dwyer the Dwarf Wyrmic level 50
29th Iron 125th year of Ascendancy at 23:54 see stats
By Dwyer the Dwarf Wyrmic level 12
43rd Dearth 122nd year of Ascendancy at 15:45 see stats
By Dwyer the Dwarf Wyrmic level 50
26th Shortage 124th year of Ascendancy at 23:05 see stats
By Dwyer the Dwarf Wyrmic level 29
5th Dearth 123rd year of Ascendancy at 20:51 see stats
By Dwyer the Dwarf Wyrmic level 50
29th Iron 125th year of Ascendancy at 23:56 see stats
By Dwyer the Dwarf Wyrmic level 50
15th Shortage 124th year of Ascendancy at 02:10 see stats
By Dwyer the Dwarf Wyrmic level 12
1st Loss 122nd year of Ascendancy at 07:36 see stats
By Dwyer the Dwarf Wyrmic level 16
12nd Steel 123rd year of Ascendancy at 11:15 see stats
By Dwyer the Dwarf Wyrmic level 45
30th Profit 124th year of Ascendancy at 08:57 see stats
By Dwyer the Dwarf Wyrmic level 35
6th Shortage 123rd year of Ascendancy at 12:44 see stats
By Dwyer the Dwarf Wyrmic level 27
17th Wealth 123rd year of Ascendancy at 04:45 see stats
By Dwyer the Dwarf Wyrmic level 34
5th Shortage 123rd year of Ascendancy at 05:11 see stats
Log
Talent Infusion: Regeneration is ready to use.
Dwyer uses Infusion: Regeneration.
Dwyer starts regenerating health quickly.
You are yanked out of this place!
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Dwyer stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Dwyer uses Infusion: Regeneration.
Dwyer starts regenerating health quickly.
Saving done.
Dwyer grasps his Omniscience and has a sudden vision!
Dwyer stops regenerating health quickly.
Saving game...
You transfer Borfast's Cage (10 def, 20 armour) from the online item's vault.
Saving done.
You transfer Omniscience (7 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.