Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Male |
Race | Cornac |
Class | Possessor |
Level / Exp | 50 / 832% |
Size | medium |
Lifes / Deaths | Killed by Emylenor the rogue sapper at level 22 on the 7th Allure 123rd year of Ascendancy at 23:36 5 / 2Killed by Nerywen the cold drake at level 37 on the 56th Pyre 123rd year of Ascendancy at 00:45 |
Primary Stats
Strength | 181.904 (base 66) |
Dexterity | 104.806 (base 41) |
Constitution | 43 (base 16) |
Magic | 121.214 (base 7) |
Willpower | 114 (base 65) |
Cunning | 110.866 (base 60) |
Resources
Mana | 794/794 |
Equilibrium | 0 |
Steam | 100/100 |
Life | 5359/5604 |
Positive | 147/147 |
Stamina | 507/507 |
Psi | 635/635 |
Healing Factor | 1.2397742564935 |
Regeneration | 0.30994356412337 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +145.07212032837% |
Vision
Sight | 10 |
Lite | 27 |
Infravision | 12 |
See Stealth | 114.94339939466 |
See Invisible | 104.94339939466 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 507 |
Accuracy | 100 |
Crit Chance | 117% |
APR | 77 |
Speed | 0.91 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 67% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +47% |
Light | +84% |
Physical | +63% |
Blight | +28% |
Arcane | +22% |
Fire | +38% |
All | +13% |
Offense: Damage Penetration
Darkness | +41% |
Lightning | +43% |
Physical | +56% |
Acid | +28% |
All | +13% |
Defense: Base
Armour (hardiness) | 47.812 (67.692909656376%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 69.55 |
Spell Save | 69.33 |
Mental Save | 69 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 70%( 70%) |
All | + 57%( 70%) |
Lightning | + 70%( 70%) |
Light | + 61%( 70%) |
Temporal | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 68%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 95% |
Teleport Resistance | 87% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 94% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 769 damage for 7 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 290 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 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 466 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 797% 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. |
Runes | Effective talent level: 2.5 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 852 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 9/5 |
| 8/5 |
| 1/5 |
| 5/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 13/5 |
| 13/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Light |
talent | Force Shield |
talent | Channel Pain |
talent | Premonition |
talent | Righteous Strength |
talent | Chant of Resistance |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | 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 talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | 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 Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
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 gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Infernospawner the pair of voratun boots (15 def, 11 armour) Infernospawner the pair of voratun boots (15 def, 11 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +6 Wil +9 Con dps ---------- Phys.crit +9.0% Phys.pwr +10 (+1 eff.) Mind.pwr +8 (+1 eff.) Res.pen +9% physical Apr +12 Melee Ret 4 fire ----- def ----- Armour +11 Defense +15 (+4 eff.) Fatigue +4% Phys.save +15 (+0 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Stam/turn +3.00 Rush: Puts all charms on 12 cooldown Level 2.5 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Erulen' dwarven lantern 'Erulen' 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +9 (+1 eff.) Dmg.mod +20% light Res.pen +15% acid +13% all Apr +13 Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +6% acid +3% blight Max.HP +69.00 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Light +12 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Glythra the drakeskin leather hat (0 def, 5 armour) Glythra the drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +10 Wil dps ---------- Spell.crit +2% Spell.pwr +5 (+1 eff.) Acc +25 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +6% lightning Phys.save +28 (+0 eff.) Mind.save +15 (+4 eff.) Blind- +26% ---------- misc Vim/s.crit +2.58 Max.vim +40.00 Light +7 Skullcracker: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2161.8 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Tool | Airwinter [power 560] (10 cooldown) Airwinter [power 560] (10 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Crit.mult +26.00% S.pwr/crit +10 Dmg.mod +15% blight Res.pen +30% lightning On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +21% lightning ---------- misc Mana/turn +0.20 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 cooldown 100% to heal for 81. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | Chamadoyon the Flashminister Chamadoyon the Flashminister0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- Phys.crit +1.0% Phys.pwr +11 (+1 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +9 (+1 eff.) Dmg.mod +6% physical +12% light +7% all Apr +2 ----- def ----- Defense +5 (+1 eff.) Resists +26% acid +26% fire +23% cold +26% lightning Max.HP +36.00 Disarm- +38% Pinning- +39% Knockbk- +43% Rings make your fingers look great! |
Around waist | Ivoreba the Murkdare Ivoreba the Murkdare 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +19.0% Mind.crit +14% Crit.mult +15.00% Phys.pwr +5 (+0 eff.) Dmg.mod +9% arcane Res.pen +15% darkness Melee Ret 10 darkness ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane Proj.slow +25% Max.HP +48.00 A belt that goes around your waist. |
In main hand | voratun greatsword 'Dazzlequick' (80-127 power, 4 apr) voratun greatsword 'Dazzlequick' (80-127 power, 4 apr) 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 79.5 - 127.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 light On Hit: * flashes light on your target dealing 101 damage While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.crit +20.0% Mind.crit +2% Crit.mult +69.00% Mind.pwr +10 (+1 eff.) Res.pen +21% physical Acc +33 (+5 eff.) Apr +32 ---------- misc Psi/ret +0.24 Massive two-handed swords. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | silk robe 'Betheyaba' (4 def, 4 armour) silk robe 'Betheyaba' (4 def, 4 armour) 2.0 T4 cloth armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +12 Wil +10 Cun +10 Con dps ---------- Mind.crit +8% Crit.mult +15.00% Mind.pwr +33 (+5 eff.) Dmg.mod +25% darkness +25% physical Res.pen +13% darkness +13% physical ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +13% all Phys.save +24 (+0 eff.) Mind.save +26 (+7 eff.) ---------- misc Psi/ret +0.08 Max.hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Pitchwrither the linen cloak (1 def, 0 armour) Pitchwrither the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Acc +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning Die.at -60.00 life Max.HP +31.00 Stun/Frz- +50% ---------- misc Light +1 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Layarin the Kindlefear Layarin the Kindlefear0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +18.00% Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +21% light +9% physical Acc +10 (+1 eff.) Apr +18 Melee Ret 10 light ----- def ----- Resists +5% arcane +30% temporal Pinning- +44% Knockbk- +50% ---------- misc Light +1 Amulets make your neck look great! |
Inventory
movement infusion (speed 812%; cd 12) movement infusion (speed 812%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 1044%; cd 13) movement infusion of the sneak (speed 1044%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1044% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 471; 12 cd) regeneration infusion of the psychic (heal 471; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; physical; dur 4; cd 14) wild infusion (res 24%; physical; dur 4; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 191; cd 17) shatter afflictions rune of the psychic (absorb 191; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 191 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 176; cd 18) shatter afflictions rune of the sneak (absorb 176; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 176 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 75; cd 12) shatter afflictions rune of the titan (absorb 75; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 75 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 509; dur 4; cd 15) shielding rune of the duelist (absorb 509; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 509 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 455; dur 5; cd 14) shielding rune of the psychic (absorb 455; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 455 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the sneak (threshold 20; blocks 8; dur 4; cd 12) stormshield rune of the sneak (threshold 20; blocks 8; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 8 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 0; blocks 5; dur 4; cd 17) stormshield rune of the sneak (threshold 0; blocks 5; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 40; blocks 9; dur 4; cd 12) stormshield rune of the warrior (threshold 40; blocks 9; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 9 times. 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. |
schematic: Acid Groove schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler 4 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Black Light Emitter 5 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve 3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Frost Salve 8 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Hand Cannon 5 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell 4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator 5 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Moss Tread 5 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector 5 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell 3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin 4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge 2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Silver Filigree 5 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell 2 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun 3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw 5 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder Grenade 4 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve 3 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Winterchill Edge 7 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 29 power out of 60/60 The evilness of undeath radiates from this amulet. |
Tundraoozer the gold amulet Tundraoozer the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Lck dps ---------- Res.pen +20% cold Acc +14 (+2 eff.) Melee Ret 4 cold ----- def ----- Defense +9 (+2 eff.) Resists +19% temporal +16% mind +9% cold Unseen.red 15% Confus- +30% Pinning- +25% Knockbk- +25% Amulets make your neck look great! |
Brenirin the Glitterstoker Brenirin the Glitterstoker0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +9 (+1 eff.) Mind.pwr +20 (+3 eff.) Phys.spd +10% Dmg.mod +9% physical Res.pen +15% light Melee Ret 4 light ----- def ----- Resists +23% temporal Phys.save +17 (+0 eff.) Mind.save +6 (+2 eff.) Max.HP +55.00 HP.reg +9.00 Pinning- +44% Knockbk- +32% ---------- misc Max.psi +40.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Pyresteel Pyresteel0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +15% blight Res.pen +26% blight Melee Ret 6 fire ----- def ----- Resists +27% fire Mind.save +9 (+3 eff.) Max.HP +63.00 HP.reg +20.00 Heal.mod +20% Rings make your fingers look great! |
Sleetrain Sleetrain0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +21.07% Phys.pwr +51 (+7 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +9% cold +18% fire +8% all Res.pen +26% cold ----- def ----- Defense +30 (+7 eff.) Resists +9% fire +3% physical Rings make your fingers look great! |
psionicist's voratun ring of life psionicist's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +10 Wil ----- def ----- Mind.save +20 (+5 eff.) Max.HP +86.00 HP.reg +20.00 Heal.mod +20% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 95 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Tundramalice (30-36 power, 6 apr, darkness element) Tundramalice (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +31 (+7 eff.) Dmg.mod +30% darkness Res.pen +20% cold ----- def ----- Armour +12 Resists +6% acid +18% cold +12% light Crit.chn- 20.40% Spell.save +18 (+0 eff.) Stun/Frz- +27% ---------- misc Max.P.En +25.00 Max.N.En +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of fate (30-36 power, 6 apr, fire element) infernal dragonbone magestaff of fate (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +35.00% Spell.pwr +22 (+5 eff.) Melee+ 31 fire Dmg.mod +30% fire ----- def ----- Phys.save +15 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +15 (+4 eff.) ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dairindur the Arckarma (56-83 power, 4 apr) Dairindur the Arckarma (56-83 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 55.5 - 83.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +20 lightning +4 acid On Hit: * 26% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 107 lightning damage (1/turn) On Crit: * Wound the target dealing 405 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +16 (+2 eff.) Dmg.mod +35% lightning +3% acid +3% blight Res.pen +42% lightning +10% blight Melee Ret 4 blight ----- def ----- Resists +3% blight +12% acid Massive two-handed battleaxes. |
voratun battleaxe of shearing (56-84 power, 4 apr) voratun battleaxe of shearing (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 56.0 - 84.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% all Acc +35 (+6 eff.) Apr +21 Massive two-handed battleaxes. |
voratun greatmaul 'Narab' (70-104 power, 4 apr) voratun greatmaul 'Narab' (70-104 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 69.5 - 104.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Crit.mult +42.00% Res.pen +20% physical Apr +21 ----- def ----- Resists +6% blight +15% nature +3% mind HP.reg +4.00 Silence- +10% Disarm- +20% Massive two-handed mauls. |
caustic voratun longsword of erosion (42-60 power, 6 apr) caustic voratun longsword of erosion (42-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 42.5 - 59.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 nature On Crit.r2 +42 acid +35 nature While equipped: dps ---------- Res.pen +23% acid +20% nature Apr +15 Sharp, long, and deadly. |
plaguebringer's iron waraxe of phasing (12-16 power, 11 apr) plaguebringer's iron waraxe of phasing (12-16 power, 11 apr)3.0 T1 waraxe 1H weapon [Ego+] Arcane Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +3.5% Atk.spd 100% Phasing +12% Melee+ +7 blight On Hit: 20% Epidemic 1 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 30 While equipped: ----- def ----- Disease- +14% One-handed war axes. |
Galeserpent (41-57 power, 6 apr) Galeserpent (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 lightning +12 blight On Crit: * Splash the target with acid dealing 179 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +2 Wil +7 Con dps ---------- Phys.crit +15.0% Crit.mult +35.00% Phys.pwr +15 (+2 eff.) S.pwr/crit +6 Res.pen +10% blight +14% physical +20% lightning Apr +15 ----- def ----- Disarm- +35% ---------- misc Vim/s.crit +2.72 Max.mana +40.00 One-handed war axes. |
inquisitor's voratun waraxe of evisceration (40-55 power, 6 apr) inquisitor's voratun waraxe of evisceration (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Disrupt/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 405 physical damage across 5 turns and reducing healing by 50% * Deals 156 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +12 (+1 eff.) One-handed war axes. |
voratun waraxe of crippling (40-57 power, 6 apr) voratun waraxe of crippling (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.5 - 56.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% One-handed war axes. |
warbringer's voratun waraxe of massacre (54-76 power, 6 apr) warbringer's voratun waraxe of massacre (54-76 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 54.5 - 76.3 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +13 (+1 eff.) Res.pen +15% physical ----- def ----- Disarm- +34% One-handed war axes. |
flaming dwarven-steel dagger of shearing (21-27 power, 7 apr) flaming dwarven-steel dagger of shearing (21-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 21.0 - 27.3 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +14 fire While equipped: dps ---------- Res.pen +11% all Acc +17 (+3 eff.) Apr +11 Sharp, short and deadly. |
truestriking stralite dagger of massacre (42-55 power, 9 apr) truestriking stralite dagger of massacre (42-55 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 42.0 - 54.6 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +21 (+3 eff.) Apr +13 Sharp, short and deadly. |
swashbuckler's voratun steamsaw of shrapnel (38-57 power, 0 apr) swashbuckler's voratun steamsaw of shrapnel (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam While equipped: Stats +13 Str +7 Dex dps ---------- Acc +20 (+3 eff.) On shield block: * Cause enemies within radius 6 to bleed for 405 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
psychokinetic quiver of dragonbone arrows of annihilation (19/19, 72-100 power, 36 apr) psychokinetic quiver of dragonbone arrows of annihilation (19/19, 72-100 power, 36 apr)3.0 T5 arrow ammo [Ego++] Master/Psionic Power 71.5 - 100.1 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +21.0% Capacity 19 Proj.spd +200% Ranged+ +60 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 365 physical damage Arrows are used with bows to pierce your foes to death. |
Dairydas the silk robe (0 def, 0 armour) Dairydas the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +18 (+4 eff.) Mind.pwr +9 (+1 eff.) Dmg.mod +26% mind +15% physical +20% darkness +17% all Res.pen +17% darkness +17% physical ----- def ----- Resists +1% physical +9% temporal +26% mind +3% nature +7% arcane +13% all Crit.chn- 10.00% Disease- +20% Cut- +20% Stun/Frz- +27% ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of lightning (+45%) (0 def, 0 armour) mindwoven elven-silk robe of lightning (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) Dmg.mod +30% lightning ----- def ----- Resists +45% lightning +15% all Mind.save +30 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of the wind (15 def, 4 armour) rejuvenating cured leather armour of the wind (15 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Apr +10 ----- def ----- Armour +4 Defense +15 (+4 eff.) Fatigue +7% HP.reg +4.40 ---------- misc Stam/turn +2.00 Second Wind: (Instant) Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 370 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
steel mail armour of thunder (2 def, 6 armour) steel mail armour of thunder (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +16 (+2 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +16 (+2 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +14% lightning A suit of armour made of mail. |
enlightening voratun mail armour of acid resistance (5 def, 10 armour) enlightening voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +9 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% acid Mind.save +23 (+6 eff.) A suit of armour made of mail. |
radiant voratun plate armour of cold resistance (0 def, 16 armour) radiant voratun plate armour of cold resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% blight +30% cold +30% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
Zubidhetha the Blazerune (0 def, 5 armour) Zubidhetha the Blazerune (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+0 eff.) Mov.spd +10% Dmg.mod +6% lightning Res.pen +10% blight Apr +8 Melee Ret 2 blight ----- def ----- Armour +5 Fatigue -5% Resists +18% lightning +8% temporal +15% blight Max.HP +50.00 ---------- misc Stam/turn +0.70 A pair of boots made of leather. |
pair of drakeskin leather boots of rushing (0 def, 5 armour) pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Rush: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Bineg the pair of dwarven-steel boots (0 def, 10 armour) Bineg the pair of dwarven-steel boots (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+0 eff.) Res.pen +10% physical ----- def ----- Armour +10 Fatigue -3% Phys.save +8 (+0 eff.) Heal.mod +5% Silence- +20% Teleport- +10% ---------- misc Max.enc +29 Rush: Puts all charms on 12 cooldown Level 2.5 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
invigorating pair of voratun boots of tirelessness (0 def, 5 armour) invigorating pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -6% Max.HP +60.00 ---------- misc Stam/turn +2.20 Max.stam +36.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Starrune the drakeskin leather hat (0 def, 5 armour) Starrune the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% light +27% fire Res.pen +34% fire Melee Ret 14 light ----- def ----- Armour +5 Fatigue +5% Resists +15% temporal Phys.save +25 (+0 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Light +4 A hat made of leather. Very stylish. |
bladed drakeskin leather hat of the bounder (0 def, 5 armour) bladed drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +21 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2161.8 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
insulating drakeskin leather hat of the depths (0 def, 5 armour) insulating drakeskin leather hat of the depths (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +15% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 15 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Blizzardpain the voratun helm (0 def, 5 armour) Blizzardpain the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Spell.crit +4% Mind.crit +5% Crit.mult +40.69% Spell.pwr +30 (+7 eff.) Mind.pwr +25 (+4 eff.) S.pwr/crit +10 Melee Ret 6 blight ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quenchwend (20 def, 13 armour) Quenchwend (20 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +18 Str +7 Dex +2 Con dps ---------- Phys.crit +4.0% Melee Ret 4 cold ----- def ----- Armour +13 Defense +20 (+5 eff.) Fatigue +5% Resists +20% cold Die.at -40.00 life ---------- misc Breathe water Skullcracker: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2161.8 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of absorption (0 def, 5 armour) thaloren voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Mind.save +15 (+4 eff.) ---------- misc Stam/ret +3.00 Equi/ret +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of might (0 def, 5 armour) voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Lifebinding Emerald Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 15 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1677 alchemist agate 1677 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
72 alchemist bloodstone 72 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Armirach Armirach2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
Betuta the brass lantern Betuta the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Armour +8 Mind.save +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 See.Stealth +6 See.Invis +9 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. |
survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+0 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Adidanne Adidanne1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Str dps ---------- Crit.mult +20.00% Dmg.mod +6% acid Apr +2 ----- def ----- Mind.save +11 (+3 eff.) ---------- misc Max.stam +30.00 Max.psi +20.00 Light +4 See.Stealth +15 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Vilewisp' alchemist's lamp 'Vilewisp'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +7 (+1 eff.) Dmg.mod +12% nature ----- def ----- Armour +8 Resists +6% nature Phys.save +18 (+0 eff.) Mind.save +9 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing second skin amazing second skin0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 48 power out of 100/100 The very essence of bearness! |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xanamima (dig speed 5 turns) Xanamima (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Crit.mult +17.00% Phys.pwr +8 (+1 eff.) Dmg.mod +12% mind +13% fire Apr +7 ----- def ----- Resists +9% cold +9% fire Phys.save +24 (+0 eff.) Spell.save +11 (+0 eff.) Mind.save +26 (+7 eff.) Die.at -40.00 life Max.HP +89.00 Poison- +10% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blastprophet' (dig speed 10 turns) voratun pickaxe 'Blastprophet' (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +16 Str +10 Wil +4 Con dps ---------- Phys.crit +13.0% Mind.crit +15% Dmg.mod +3% lightning +15% fire +14% mind Res.pen +10% lightning +15% nature Melee Ret 2 lightning ----- def ----- Resists +12% lightning +3% nature Mind.save +15 (+4 eff.) ---------- misc Light +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (4/4) Rod of Recall (4/4)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 96 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. |
Lisugamina the steel torque of gale force [power 150] (8 cooldown) Lisugamina the steel torque of gale force [power 150] (8 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +15% temporal ---------- misc Psi/ret +0.04 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 244 physical damage Puts all charms on 8 cooldown 100% to heal for 33. 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of psionic shield [power 69] (12 cooldown) evasive dwarven-steel torque of psionic shield [power 69] (12 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 12 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing dragonbone totem of healing [power 560] (8 cooldown) piercing dragonbone totem of healing [power 560] (8 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 8 cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of stinging [power 512] (8 cooldown) powerful dragonbone totem of stinging [power 512] (8 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 579 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 cooldown 100% to increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of summon tentacle [power 295] (10 cooldown) quick dragonbone totem of summon tentacle [power 295] (10 cooldown)2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 990 Base Damage: 375 Armor: 50 All Resist: 41 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Shaderage the elm wand of shielding [power 116] (10 cooldown) Shaderage the elm wand of shielding [power 116] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +8% Dmg.mod +6% darkness ----- def ----- Armour +4 ---------- misc Max.psi +10.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 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. |
elm wand of shielding [power 110] (10 cooldown) elm wand of shielding [power 110] (10 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flarerock the dragonbone wand of lightning storm [power 560] (8 cooldown) Flarerock the dragonbone wand of lightning storm [power 560] (8 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +2 Con dps ---------- Crit.mult +20.69% Res.pen +15% nature +15% fire Melee Ret 10 fire ----- def ----- Defense +10 (+2 eff.) ---------- misc Stam/turn +3.10 Vim/s.crit +2.07 Max.stam +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 126 lightning damage and will be dazed for 1 turn (633 total damage) Puts all charms on 8 cooldown 100% to cleanse 3 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. |
Poluthra the Firecut [power 458] (10 cooldown) Poluthra the Firecut [power 458] (10 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+1 eff.) Dmg.mod +9% light Melee Ret 10 fire ----- def ----- Resists +9% fire Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 cooldown 100% to heal for 110. 100% to gain a 26% 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. |
dragonbone wand of shielding 'Glowsweeper' [power 482] (10 cooldown) dragonbone wand of shielding 'Glowsweeper' [power 482] (10 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% light Melee Ret 6 nature ----- def ----- Resists +18% light +6% nature ---------- misc Light +3 Create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 cooldown 100% to increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Goralar' [power 464] (10 cooldown) dragonbone wand of shielding 'Goralar' [power 464] (10 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +30 (+5 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ---------- misc Hate/m.crit +2.00 Wards +4 acid +4 mind +4 light +5 arcane Talents +1 Ward Create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By BODY SNATCHA the Cornac Possessor level 37
52nd Pyre 123rd year of Ascendancy at 23:36 see stats
By BODY SNATCHA the Cornac Possessor level 37
51st Pyre 123rd year of Ascendancy at 07:56 see stats
By BODY SNATCHA the Cornac Possessor level 45
38th Haze 123rd year of Ascendancy at 12:43 see stats
By BODY SNATCHA the Cornac Possessor level 41
61st Pyre 123rd year of Ascendancy at 16:33 see stats
By BODY SNATCHA the Cornac Possessor level 33
34th Pyre 123rd year of Ascendancy at 07:04 see stats
By BODY SNATCHA the Cornac Possessor level 10
13rd Haze 122nd year of Ascendancy at 05:38 see stats
By BODY SNATCHA the Cornac Possessor level 39
58th Pyre 123rd year of Ascendancy at 13:15 see stats
By BODY SNATCHA the Cornac Possessor level 33
32nd Pyre 123rd year of Ascendancy at 16:34 see stats
By BODY SNATCHA the Cornac Possessor level 29
62nd Regrowth 123rd year of Ascendancy at 06:31 see stats
By BODY SNATCHA the Cornac Possessor level 23
9th Allure 123rd year of Ascendancy at 19:15 see stats
By BODY SNATCHA the Cornac Possessor level 31
15th Pyre 123rd year of Ascendancy at 15:30 see stats
By BODY SNATCHA the Cornac Possessor level 24
1st Regrowth 123rd year of Ascendancy at 04:58 see stats
By BODY SNATCHA the Cornac Possessor level 50
48th Regrowth 124th year of Ascendancy at 01:10 see stats
By BODY SNATCHA the Cornac Possessor level 33
44th Pyre 123rd year of Ascendancy at 06:26 see stats
By BODY SNATCHA the Cornac Possessor level 10
13rd Haze 122nd year of Ascendancy at 05:36 see stats
By BODY SNATCHA the Cornac Possessor level 20
9th Decay 122nd year of Ascendancy at 04:56 see stats
By BODY SNATCHA the Cornac Possessor level 30
66th Regrowth 123rd year of Ascendancy at 02:26 see stats
By BODY SNATCHA the Cornac Possessor level 40
58th Pyre 123rd year of Ascendancy at 15:28 see stats
By BODY SNATCHA the Cornac Possessor level 50
1st Allure 124th year of Ascendancy at 10:11 see stats
By BODY SNATCHA the Cornac Possessor level 50
1st Allure 124th year of Ascendancy at 14:11 see stats
By BODY SNATCHA the Cornac Possessor level 50
49th Regrowth 124th year of Ascendancy at 17:24 see stats
By BODY SNATCHA the Cornac Possessor level 27
15th Regrowth 123rd year of Ascendancy at 20:21 see stats
By BODY SNATCHA the Cornac Possessor level 27
12nd Regrowth 123rd year of Ascendancy at 15:08 see stats
By BODY SNATCHA the Cornac Possessor level 23
9th Allure 123rd year of Ascendancy at 18:11 see stats
By BODY SNATCHA the Cornac Possessor level 40
58th Pyre 123rd year of Ascendancy at 16:15 see stats
By BODY SNATCHA the Cornac Possessor level 50
52nd Regrowth 124th year of Ascendancy at 13:04 see stats
By BODY SNATCHA the Cornac Possessor level 2
75th Pyre 122nd year of Ascendancy at 17:53 see stats
By BODY SNATCHA the Cornac Possessor level 9
8th Haze 122nd year of Ascendancy at 01:02 see stats
By BODY SNATCHA the Cornac Possessor level 50
52nd Regrowth 124th year of Ascendancy at 13:06 see stats
By BODY SNATCHA the Cornac Possessor level 49
75th Haze 123rd year of Ascendancy at 11:57 see stats
By BODY SNATCHA the Cornac Possessor level 37
56th Pyre 123rd year of Ascendancy at 11:57 see stats
By BODY SNATCHA the Cornac Possessor level 10
28th Haze 122nd year of Ascendancy at 02:33 see stats
By BODY SNATCHA the Cornac Possessor level 42
3rd Mirth 123rd year of Ascendancy at 23:28 see stats
By BODY SNATCHA the Cornac Possessor level 24
10th Allure 123rd year of Ascendancy at 22:29 see stats
By BODY SNATCHA the Cornac Possessor level 15
46th Haze 122nd year of Ascendancy at 11:30 see stats
By BODY SNATCHA the Cornac Possessor level 36
50th Pyre 123rd year of Ascendancy at 20:58 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 11 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
BODY SNATCHA deactivates Chant of Resistance.