Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.6.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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 Adventure |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 49 / 39% |
Size | small |
Lifes / Deaths | Killed by Murgol, the Yaech Lord at level 3 on the 76th Pyre 122nd year of Ascendancy at 23:33 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 58.4996891621 (base 31) |
Dexterity | 96.9993783242 (base 60) |
Constitution | 97.999378324201 (base 60) |
Magic | 18.4996891621 (base 1) |
Willpower | 158.50116028409 (base 60) |
Cunning | 166.00413021724 (base 60) |
Resources
Life | 2119/2119 |
Hate | 88/104 |
Equilibrium | 71 |
Healing Factor | 1.6330446616855 |
Regeneration | 38.720176786998 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +189.53549899758% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 25 |
See Stealth | 194.14234731015 |
See Invisible | 229.14172563435 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 386 |
Accuracy | 75 |
Crit Chance | 50% |
APR | 119 |
Speed | 1.00 |
Offense: Offhand
Damage | 480 |
Accuracy | 75 |
Crit Chance | 49% |
APR | 114 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 110 |
Crit Chance | 94% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +6% |
Light | +15% |
Nature | +46% |
Blight | +18% |
Physical | +5% |
Mind | +67% |
All | 0% |
Offense: Damage Penetration
Mind | +70% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 30 (82.468312208139%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 47 |
Mental Save | 85 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +149%( 70%) |
Physical | + 83%( 83%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 90%( 90%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 89% |
Confusion Resistance | 100% |
Fear Resistance | 89% |
Poison Resistance | 10% |
Silence Resistance | 87% |
Pinning Resistance | 23% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 775 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 415 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 9.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 10.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Punishments | 10.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 9.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 10.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 10.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 11.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 10.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 10.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 9.70 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-gift / Antimagic | 10.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 9.70 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 9.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 11.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 10.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Psiblades |
talent | Antimagic Shield |
talent | Gesture of Pain |
talent | Shadow Decoy |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Deflection |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 15.5)Penalty : Fractured Sanity: -2% Mind Resistance, -3% Confusion Immunity Power 1+: Unleashed: +46% critical damage, +34% off-hand weapon damage Power 2+: -1 Luck, +30 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 175% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.3% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 18.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+71% chance to avoid traps). Power 2+: -1 Luck, +36 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+23% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 79% if the increase would be enough to kill your opponent. |
beneficial effect | Guarding against melee damage: Will dismiss up to 218 damage from the next 3.2 attack(s) with a 13% chance to counterattack. Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 19.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 3% when tested. Power 1+: Removed from Reality: +20 Physical Resistance, +13 Maximum Physical Resistance Power 2+: -1 Luck, +38 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 153 mind and 91 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 36 nightmare (summon Terrors and chances to slow, deal 200 Mind damage, and deal 120 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 17.5)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +37% damage against the undead. Power 2+: -1 Luck, +17 Strength, +17 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 15) when you fall below 56% health Power 4+: Reprieve from Death: Humanoids you slay have a 64% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+77% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 16.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 2%) for 4 turns. Power 1+: Nightwalker: +66 Darkness Resistance, +20% Max Darkness Resistance, +35 See Invisible Power 2+: -1 Luck, +32 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 77% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 77% for 3 turns. |
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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found 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 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: 425. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within5 lumberjacks have died. | done |
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 |
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 | pair of dwarven-steel boots 'Cyroth' (Misfortune) (0 def, 8 armour) pair of dwarven-steel boots 'Cyroth' (Misfortune) (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +2 Wil Changes resistances: +6% blight Changes resistances penetration: +25% mind Changes damage: +18% blight / +18% mind Critical mult.: +20.00% Mindpower: +10 (+1 eff.) Infravision radius: +2 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Splendourparry (Corpses) Splendourparry (Corpses)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% acid Changes damage: +15% light / +6% acid Mental save: +18 (+3 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Light radius: +10 Curse of Corpses A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Aletta's Diadem (Nightmares) (0 def, 0 armour) Aletta's Diadem (Nightmares) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 357.07 mind damage and cripples the target's higher mental functions, reducing cunning by 25 and confusing (38% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | Spellhunt Remnants (Nightmares) (6 def, 8 armour) Spellhunt Remnants (Nightmares) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +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. Curse of Nightmares It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 210.00 arcane damage and stunned) Activation costs 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 | voratun torque of psionic shield 'Galygrim' (Madness) [power 137] (25 cooldown) voratun torque of psionic shield 'Galygrim' (Madness) [power 137] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Cun Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mindpower: +25 (+4 eff.) Curse of Madness It can be used to setup a psionic shield, reducing all damage taken by 137 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Mayadhelewe (Corpses) Mayadhelewe (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +9% mind / +6% temporal Mental save: +10 (+2 eff.) Poison immunity: +10% Maximum life: +60.00 Mindpower: +20 (+3 eff.) Curse of Corpses Rings can have magical properties. |
On fingers | gold ring of tenacity (Shrouds) gold ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +30% Maximum life: +23.00 Curse of Shrouds Rings can have magical properties. |
Around neck | Venomkiss (Nightmares) Venomkiss (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +15% fire Changes damage: +21% nature Light radius: +3 Infravision radius: +3 Curse of Nightmares Amulets can have magical properties. |
In main hand | Psionic Fury (Corpses) (12-13.2 power, 112 apr, mind damage) Psionic Fury (Corpses) (12-13.2 power, 112 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 175% Wil, 105% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +112 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Cun / +11 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +35 (+6 eff.) Mental crit. chance: +8% Curse of Corpses It can be used to release a wave of psionic power, dealing 559.95 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Around waist | Cuthastir (Shrouds) Cuthastir (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Wil / +4 Cun / +3 Con Changes resistances: +3% blight / +7% physical Physical save: +13 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+2 eff.) Infravision radius: +1 Healing mod.: +5% Curse of Shrouds A belt that goes around your waist. |
In off hand | thorny mindstar 'Lightningvault' (Nightmares) (9-9.9 power, 107 apr, mind damage) thorny mindstar 'Lightningvault' (Nightmares) (9-9.9 power, 107 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 175% Wil, 105% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +107 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 53 Changes stats: +18 Cun Changes resistances penetration: +15% mind Changes damage: +14% mind / +6% lightning Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Psi when firing a critical mind attack: +2.00 Mindpower: +32 (+5 eff.) Mental crit. chance: +5% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +32 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Anirak (Nightmares) (3 def, 0 armour) Anirak (Nightmares) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Changes stats: +4 Str / +5 Dex / +3 Con Changes resistances: +3% darkness / +6% cold Talent mastery: +0.30 Technique / Combat training Physical save: +10 (+3 eff.) Spell save: -27 (-10 eff.) Mental save: +12 (+2 eff.) Confusion immunity: +20% Knockback immunity: +10% Stamina each turn: +1.00 Mana each turn: -0.35 Only die when reaching: -50.00 life Maximum life: +175.00 Maximum stamina: +27.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (Misfortune) (10 def, 10 armour) Breath of Eyal (Misfortune) (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+1 eff.) Curse of Misfortune This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
Primal Infusion (affinity 26%; reduction 5; dur 4; cd 18) Primal Infusion (affinity 26%; reduction 5; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the psychic (res 49%; physical; dur 3; cd 12) wild infusion of the psychic (res 49%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 physical effect and reduce all damage taken by 49% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Bloodcaller (Misfortune) Bloodcaller (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Misfortune You won the Ring of Blood trial, and this is your reward. |
Bilestriker (Corpses) (82-131.2 power, 4 apr) Bilestriker (Corpses) (82-131.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) Damage (Melee): +27 cold When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 83% Damage when hit (Melee): 4 temporal Changes resistances: +3% nature / +12% temporal Changes resistances penetration: +23% acid Changes damage: +30% acid / +3% temporal / +3% nature Curse of Corpses Massive two-handed swords. |
Bregamas the Stokevalor (Shrouds) (17-18.7 power, 40 apr, nature damage) Bregamas the Stokevalor (Shrouds) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Damage (radius 2) on crit: +20 arcane / +4 mind When wielded/worn: Damage (Melee): 18 lightning Damage when hit (Melee): 4 fire Changes stats: +7 Str / +6 Dex / +7 Mag / +7 Wil / +4 Cun / +7 Con Changes resistances: +20% lightning / +12% mind Changes resistances penetration: +13% lightning Changes damage: +20% lightning / +9% fire Talent granted: +1 Attune Mindstar Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.40 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds 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. |
Crown of Eternal Night (Nightmares) (0 def, 3 armour) Crown of Eternal Night (Nightmares) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Nightmares This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (Nightmares) (dig speed 12 turns) Tooth of the Mouth (Nightmares) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig Curse of Nightmares A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eclipsepiercer (Nightmares) Eclipsepiercer (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Con Changes resistances: +9% blight / +15% acid Changes resistances penetration: +25% acid Changes damage: +9% arcane Physical save: +13 (+4 eff.) Mental save: +11 (+2 eff.) Life regen: +11.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +9% Light radius: +5 Healing mod.: +28% Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azsacso the Yeek Doomed level 41
32nd Pyre 123rd year of Ascendancy at 17:23 see stats
By Azsacso the Yeek Doomed level 40
30th Pyre 123rd year of Ascendancy at 18:43 see stats
By Azsacso the Yeek Doomed level 14
17th Dusk 122nd year of Ascendancy at 19:15 see stats
By Azsacso the Yeek Doomed level 45
74th Pyre 123rd year of Ascendancy at 15:36 see stats
By Azsacso the Yeek Doomed level 20
76th Dusk 122nd year of Ascendancy at 18:04 see stats
By Azsacso the Yeek Doomed level 45
75th Pyre 123rd year of Ascendancy at 04:46 see stats
By Azsacso the Yeek Doomed level 34
4th Pyre 123rd year of Ascendancy at 23:38 see stats
By Azsacso the Yeek Doomed level 33
71st Regrowth 123rd year of Ascendancy at 16:58 see stats
By Azsacso the Yeek Doomed level 24
18th Haze 122nd year of Ascendancy at 04:10 see stats
By Azsacso the Yeek Doomed level 43
56th Pyre 123rd year of Ascendancy at 04:24 see stats
By Azsacso the Yeek Doomed level 44
73rd Pyre 123rd year of Ascendancy at 14:17 see stats
By Azsacso the Yeek Doomed level 43
61st Pyre 123rd year of Ascendancy at 14:39 see stats
By Azsacso the Yeek Doomed level 10
6th Dusk 122nd year of Ascendancy at 01:44 see stats
By Azsacso the Yeek Doomed level 20
68th Dusk 122nd year of Ascendancy at 17:33 see stats
By Azsacso the Yeek Doomed level 30
4th Regrowth 123rd year of Ascendancy at 11:07 see stats
By Azsacso the Yeek Doomed level 40
30th Pyre 123rd year of Ascendancy at 02:35 see stats
By Azsacso the Yeek Doomed level 34
71st Regrowth 123rd year of Ascendancy at 21:07 see stats
By Azsacso the Yeek Doomed level 29
3rd Regrowth 123rd year of Ascendancy at 15:57 see stats
By Azsacso the Yeek Doomed level 19
68th Dusk 122nd year of Ascendancy at 01:17 see stats
By Azsacso the Yeek Doomed level 48
65th Dusk 123rd year of Ascendancy at 15:17 see stats
By Azsacso the Yeek Doomed level 14
9th Dusk 122nd year of Ascendancy at 19:00 see stats
By Azsacso the Yeek Doomed level 34
71st Regrowth 123rd year of Ascendancy at 21:07 see stats
By Azsacso the Yeek Doomed level 24
18th Haze 122nd year of Ascendancy at 10:38 see stats
By Azsacso the Yeek Doomed level 17
49th Dusk 122nd year of Ascendancy at 02:26 see stats
By Azsacso the Yeek Doomed level 39
30th Pyre 123rd year of Ascendancy at 02:35 see stats
Log
You gain 2.87 gold from the transmogrification of gifted living mindstar of balance (Madness) (16-17.6 power, 40 apr, nature damage).
You gain 9.26 gold from the transmogrification of epiphanous pulsing mindstar of gales (Nightmares) (12-13.2 power, 32 apr, nature damage).
You gain 8.56 gold from the transmogrification of blooming living mindstar of venom (Madness) (16-17.6 power, 40 apr, mind damage).
You gain 4.02 gold from the transmogrification of truestriking dwarven-steel mace (Madness) (28-39.2 power, 4 apr).
You gain 10.35 gold from the transmogrification of enhanced voratun longsword (Misfortune) (44-61.6 power, 6 apr).
You gain 25.00 gold from the transmogrification of Xann the Infernonail (Nightmares).
You gain 15.00 gold from the transmogrification of Warmaster Gnarg's Murderblade (Misfortune) (60-96 power, 19 apr).
You gain 7.04 gold from the transmogrification of hateful voratun dagger of shearing (Corpses) (38.5-50.05 power, 9 apr).
You gain 2.45 gold from the transmogrification of acidic voratun dagger of massacre (Nightmares) (47.5-61.75 power, 9 apr).
You gain 25.00 gold from the transmogrification of Zubekira the Shiver's kiss (Shrouds) (29-37.7 power, 7 apr).
You gain 25.00 gold from the transmogrification of Freezestreak (Madness) (44.5-57.85 power, 9 apr).
You gain 7.30 gold from the transmogrification of truestriking voratun battleaxe of erosion (Shrouds) (57.5-86.25 power, 4 apr).
You gain 1.64 gold from the transmogrification of shielding rune (absorb 216; dur 6; cd 15).
You gain 1.21 gold from the transmogrification of acid wave rune (damage 46; dur 4; cd 22).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; magical; dur 4; cd 13).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; physical; dur 4; cd 10).
You gain 0.73 gold from the transmogrification of healing infusion (heal 79; cd 12).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Azsacso deactivates Mental Tyranny.
Azsacso deactivates Deflection.
Azsacso deactivates Antimagic Shield.
Azsacso deactivates Psiblades.
Azsacso deactivates Call Shadows.
Azsacso deactivates Shadow Decoy.
Azsacso deactivates Gesture of Pain.
Azsacso deactivates Elemental Harmony.
Azsacso deactivates Shadows Empathy.