









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 22 / 72% |
| Size | small |
| Lifes / Deaths | Killed by Voretta the wolf at level 10 on the 7th Mirth 122nd year of Ascendancy at 08:48 0 / 7Killed by Hammer Time at level 10 on the 8th Mirth 122nd year of Ascendancy at 18:33 Killed by armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 07:49 Killed by storm drake hatchling at level 13 on the 2nd Summertide 122nd year of Ascendancy at 01:30 Killed by The Possessed at level 15 on the 1st Flare 122nd year of Ascendancy at 12:29 Killed by Ivoramira the bandit at level 16 on the 8th Flare 122nd year of Ascendancy at 07:59 Killed by Mayirin the copperhead snake at level 22 on the 39th Dusk 122nd year of Ascendancy at 04:49 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 5 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 61 (base 51) |
| Cunning | 60 (base 44) |
Resources
| Life | -173/217 |
| Psi | 44/369 |
| Healing Factor | 0.94571268249155 |
| Regeneration | 0.23642817062289 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +27.5% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 37 |
| Crit Chance | 22% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 37 |
| Crit Chance | 18% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
| Lightning | +10% |
| Cold | +20% |
| Nature | +10% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 25.784 |
| Spell Save | 28.061 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Temporal | + 19%( 70%) |
| All | + 7%( 70%) |
| Cold | + 30%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Silence Resistance | 42% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 66% |
| Pinning Resistance | 20% |
| Poison Resistance | 50% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 258 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.41 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Psionic / Dream Smith | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Psionic / Dream Forge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Hammer Time. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * 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 |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed electric eel tail. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.05 to 156.15 lightning damage (104.10 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | heroic hardened leather gloves (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Mind save +6 (+2 eff.) Life +49.00 Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Porilaith [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str offense ------ Mindpower +15 (+4 eff.) defense ------ Crit Resistance 15.00% other ------- Hate-on-crit +1.00 Max hate +10.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eilinatta the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: offense ------ Physical Power +8 (+4 eff.) Spellpower +7 (+3 eff.) Mindpower +6 (+2 eff.) Damage +3% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +6 (+2 eff.) Blind Resist +20% Confus Resist +22% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 See Stealth +5 See Invis +6 Rings make your fingers look great! |
| On fingers | Uligar the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Dex +4 Wil +6 Cun offense ------ Mindpower +7 (+2 eff.) defense ------ Mind save +6 (+2 eff.) Silence Resist +22% Confus Resist +26% other ------- Mana/turn +0.10 See Invis +3 Rings make your fingers look great! |
| Around neck | stabilizing steel amulet of mastery (0.11 Psionic / Solipsism)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% temporal Pinning Resist +20% Knockbk Resist +26% other ------- Masteries +0.11 Psionic/Solipsism Amulets make your neck look great! |
| In main hand | Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 107.64 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | vined mindstar 'Polibeth' (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Physical Power +10 (+5 eff.) Mindpower +11 (+3 eff.) Ignore Armor +2 defense ------ Armor +6 Defense +5 (+3 eff.) Physical save +3 (+1 eff.) Spell save +3 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
movement infusion of the psychic (speed 693%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 29%; magical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 5; phase 11; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeryremira the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +3 Str offense ------ Ignore Armor +3 defense ------ Armor +8 Physical save +3 (+1 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
marksman's copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
marksman's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+6 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
Bethamira the Balancepall (20-24 power, 4 apr, fire element)3.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +7.00% Spellpower +9 (+4 eff.) Damage +20% fire When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 63% * 10 arcane resource burn defense ------ Resistance +3% light Spell save +18 (+7 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Elonor' (24-29 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+6 eff.) Damage +24% light defense ------ Armor +2 Defense +25 (+13 eff.) Resistance +6% light +3% temporal Mind save +3 (+1 eff.) Confus Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of wizardry (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +13 (+6 eff.) Damage +20% darkness other ------- Max mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gluldamira (37-56 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 37.0 - 55.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: defense ------ Resistance +5% arcane +18% cold Crit Resistance 15.00% Unlife -60.00 life Healmod +10% Massive two-handed battleaxes. |
arcing iron longsword of paradox (10-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: defense ------ Resistance +7% temporal Sharp, long, and deadly. |
steel longsword 'Firewell' (18-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% all Accuracy +9 (+8 eff.) Ignore Armor +9 When Hit 4 fire defense ------ Defense +15 (+8 eff.) Resistance +6% acid +3% physical +6% temporal Crit Resistance 15.00% Sharp, long, and deadly. |
hateful dwarven-steel longsword of massacre (30-41 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Master/Psionic Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 darkness Damage Against +7% Living Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword (21-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 While equipped: defense ------ Disease Resist +10% Sharp, long, and deadly. |
balanced dwarven-steel mace of corruption (30-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: 20% Curse of Impotence 3 While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +20% Blunt and deadly. |
flaming dwarven-steel waraxe (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +9 fire One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+14 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dreamer's vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +5% mind Mind save +6 (+2 eff.) other ------- Psi/turn +0.40 Max psi +26.00 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. |
Squalorworm (7-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +20 temporal On-crit, radius 2 +4 nature While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Resistance +6% blight +3% mind Mind save +4 (+2 eff.) Disarm Resist +20% other ------- Max psi +19.00 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. |
gifted thorny mindstar of life (7-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +8 (+2 eff.) defense ------ Life +22.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Airbreaker4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +20 nature On Hit: * 20% chance to slow global speed by 63% While equipped: offense ------ Damage +15% lightning Ignore resists +20% lightning +12% all Accuracy +15 (+11 eff.) Ignore Armor +15 Longbows are used to shoot arrows at your foes. |
mighty yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 acid While equipped: Stats +5 Str offense ------ Physical Power +12 (+6 eff.) Damage +17% acid Longbows are used to shoot arrows at your foes. |
Hettydir (0 def, 2 armour, 8-10 power, 21 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Rare] Disrupt When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +21 While equipped: Stats +3 Dex +4 Mag +4 Con offense ------ On-Hit 8 acid 7 nature On-Hit (Melee): * 9 arcane resource burn When Hit: * 7 arcane resource burn defense ------ Armor +2 Fatigue +8% Resistance +16% acid +9% cold +6% nature +6% light other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield of purity (0 def, 6 armour, 30-36 power, 73 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Nature/Master When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +73 While equipped: Stats +3 Str +1 Dex offense ------ Accuracy +9 (+8 eff.) defense ------ Armor +6 Fatigue +8% Resistance +12% nature +13% blight other ------- Talents +1 Block Handheld deflection devices. |
cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +11% all Life +40.00 Life Regen +2.50 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con offense ------ Damage +5% nature defense ------ Resistance +11% all Poison Resist +31% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +7 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Mind save +14 (+5 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of implacability (3 def, 20 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Master While equipped: defense ------ Armor +20 Defense +3 (+2 eff.) Fatigue +8% Physical save +8 (+3 eff.) A suit of armour made of mail. |
cleansing hardened leather belt of life1.0 Encumbrance T3 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +7% acid +7% blight Life Regen +1.20 Healmod +12% A belt that goes around your waist. |
Burnprophet (2 def, 12 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil offense ------ Physical Crit +2.0% Ignore Armor +3 When Hit 8 fire defense ------ Armor +12 Defense +2 (+1 eff.) Physical save +12 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Cyrygalle' (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Accuracy +25 (+16 eff.) defense ------ Armor +4 Fatigue +3% Resistance +3% blight Mind save +9 (+3 eff.) Life Regen +2.00 Healmod +15% other ------- Max stamina +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
cashmere wizard hat 'Tempestkin' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning Ignore resists +25% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+1 eff.) Resistance +10% lightning +7% temporal A pointy cloth hat, very wizardly... |
Betulrassra the Nightgrinder (21 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con +3 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Defense +21 (+11 eff.) Physical save +15 (+5 eff.) other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
Shadowspire the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Mindpower +15 (+4 eff.) Damage +6% darkness +9% mind defense ------ Armor +1 Fatigue +1% Resistance +6% darkness +6% cold other ------- Psi when Hit +0.04 Breathe water A cap made of leather. |
Blizzardcut (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex offense ------ Ignore resists +10% cold defense ------ Defense +2 (+1 eff.) Resistance +8% lightning +9% temporal Crit Resistance 10.00% Spell save +18 (+7 eff.) other ------- Infravision +2 A pointy cloth hat, very wizardly... |
grounding dwarven-steel helm of ire (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue +4% Resistance +5% lightning +6% temporal Physical save +7 (+2 eff.) Mind save +8 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
78 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) other ------- Light +4 See Stealth +11 See Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.9 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
yew totem of summon tentacle [power 240] (25 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 480 Base Damage: 266 Armor: 15 All Resist: 16 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Radhymaneg the elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +5% arcane Physical save +6 (+2 eff.) Cut Resist +10% Silence Resist +20% Teleport Resist +20% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of conjuration [power 155] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 155 fire damage Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Anidolin the Coalbender [power 242] (15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% arcane defense ------ Resistance +6% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Hammer Time the Yeek Solipsist level 22
37th Dusk 122nd year of Ascendancy at 20:11 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Hammer Time the Yeek Solipsist level 10
7th Mirth 122nd year of Ascendancy at 07:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Hammer Time the Yeek Solipsist level 20
24th Dusk 122nd year of Ascendancy at 11:12 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Hammer Time the Yeek Solipsist level 14
3rd Summertide 122nd year of Ascendancy at 19:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Hammer Time the Yeek Solipsist level 9
6th Mirth 122nd year of Ascendancy at 18:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Hammer Time the Yeek Solipsist level 16
4th Flare 122nd year of Ascendancy at 02:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Hammer Time the Yeek Solipsist level 16
8th Flare 122nd year of Ascendancy at 18:55 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Hammer Time the Yeek Solipsist level 16
8th Flare 122nd year of Ascendancy at 07:59 see stats
Log
Mayirin the copperhead snake's Beyond the Flesh hits Blue ooze for 24 physical damage.
Burning from Hammer Time killed Blue ooze!
Mayirin the copperhead snake uses Stunning Blow.
The shattering blow creates a shockwave!
Hammer Time is stunned!
Melee retaliation hits Mayirin the copperhead snake for 8 cold, 4 cold (13 total damage).
Mayirin the copperhead snake hits Hammer Time for (11 blocked), (35 absorbed), 0 physical, (11 blocked), (46 absorbed), 0 physical (0 total damage).
Hammer Time receives 4 healing (2 psi heal).
Entropic Gift from Lisuwe the maulotaur hits Hammer Time for (3 absorbed), 0 temporal, (3 absorbed), 0 darkness (0 total damage).
Dark Whispers from Lisuwe the maulotaur hits Hammer Time for (21 absorbed), 0 darkness (0 total damage).
Distortion Wave is still on cooldown for 1 turns.
Your shield crumbles under the damage!
The shield around Hammer Time crumbles.
The shattering blow creates a shockwave!
Mayirin the copperhead snake uses Juggernaut.
Mayirin the copperhead snake hardens its skin.
Lisuwe the maulotaur loses 3 health to the entropy.
Hammer Time converts some damage to Psi!
Hammer Time mentally dismisses some damage!
Melee retaliation hits Mayirin the copperhead snake for 4 cold damage.
Mayirin the copperhead snake's Beyond the Flesh hits Hammer Time for (11 blocked), (39 absorbed), (10 dismissed), (5 resonance), 1 to psi, 3 physical, (4 dismissed), (2 resonance), 0 to psi, 1 nature (6 total damage).
Mayirin the copperhead snake uses Telekinetic Smash.
The shattering blow creates a shockwave!
Mayirin the copperhead snake performs a melee critical strike against Hammer Time!
Hammer Time shrugs off the effect 'Stunned'!
Hammer Time converts some damage to Psi!
Melee retaliation hits Mayirin the copperhead snake for 4 cold, 4 cold (8 total damage).
Mayirin the copperhead snake hits Hammer Time for (11 blocked), (35 resonance), 8 to psi, 23 physical (32 total damage).
Hammer Time the level 22 yeek solipsist was bludgeoned to death by Mayirin the copperhead snake on level 1 of The Maze.

















































































































