









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 31 / 70% |
| Size | small |
| Lifes / Deaths | Killed by Emelerinn the large brown snake at level 29 on the 13rd Regrowth 123rd year of Ascendancy at 20:34 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 67 (base 40) |
| Magic | 14 (base 10) |
| Willpower | 66 (base 45) |
| Cunning | 63 (base 47) |
Resources
| Life | 798/798 |
| Hate | 73/102 |
| Equilibrium | 34 |
| Psi | 186/186 |
| Healing Factor | 1.6721217461173 |
| Regeneration | 33.860465358875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 41 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +36% |
| Nature | +15% |
| Temporal | +9% |
| Blight | +9% |
| Acid | +15% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +14% |
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 18 (60%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 40 |
| Mental Save | 54 |
Defense: Resistances
| Physical | + 26%( 70%) |
| Cold | + 24%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 26%( 70%) |
| Darkness | + 49%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Disarm Resistance | 37% |
| Knockback Resistance | 18% |
| Confusion Resistance | 99% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Instadeath Resistance | 100% |
| Blind Resistance | 47% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% 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. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Deflection |
| talent | Shadow Decoy |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Antimagic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Yvewe the large white snake. Escort: repented thief (level 3 of Old Forest) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 12. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ritch stinger. * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within13 lumberjacks have died. | done |
Equipment
| On feet | Zubidhetta (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% blight defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue -4% Resistance +3% temporal Crit Resistance 5.00% Physical save +6 (+2 eff.) Unlife -80.00 life other ------- Encumbrance +22 A pair of boots made of leather. |
| Light source | Ce'Neth the Kindlemortal2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Wil offense ------ Mindpower +10 (+3 eff.) defense ------ Crit Resistance 15.00% Mind save +9 (+3 eff.) other ------- Max hate +2.00 Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Mayuda (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +3% mind Ignore resists +10% mind defense ------ Defense +1 (+0 eff.) Resistance +9% mind other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
| On hands | Polena the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Cun +8 Con offense ------ Physical Crit +2.0% Mind Crit +2% Critical power +20.00% Ignore resists +10% physical defense ------ Armor +2 Resistance +2% physical Physical save +19 (+6 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +42.00 Life Regen +6.00 Healmod +12% Rings make your fingers look great! |
| On fingers | Gloroth0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Str +4 Mag +3 Cun offense ------ Damage +15% lightning defense ------ Resistance +30% lightning Mind save +7 (+3 eff.) Life +52.00 Life Regen +12.00 Healmod +12% Confus Resist +26% other ------- Infravision +2 Rings make your fingers look great! |
| Around neck | steel amulet 'Skywhisper'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con offense ------ Move Speed +10% Damage +6% lightning defense ------ Fatigue -5% Resistance +3% fire +13% light +13% darkness Physical save +10 (+3 eff.) Spell save +11 (+4 eff.) Mind save +14 (+5 eff.) Life Regen +2.00 Blind Resist +47% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
| In main hand | Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
| Around waist | Arureda the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +12% fire Spell save +6 (+2 eff.) Life +34.00 Healmod +20% Silence Resist +10% A belt that goes around your waist. |
| In off hand | vined mindstar 'Hettathel' (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: Stats +9 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +9% temporal When Hit 6 physical other ------- Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 104.08 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Gilodurek the Stormqueller (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Critical power +10.00% Ignore resists +5% lightning Accuracy +5 (+5 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Unlife -60.00 life Life +34.00 other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
stralite amulet of perfection (0.34 Cursed / Punishments,0.34 Wild-gift / Antimagic)0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.34 Cursed/Punishments +0.34 Wild-gift/Antimagic Amulets make your neck look great! |
warrior's stralite amulet of perfection (0.34 Cunning / Survival,0.34 Cursed / Darkness)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +11% physical other ------- Stamina/turn +0.60 Masteries +0.34 Cunning/Survival +0.34 Cursed/Darkness Amulets make your neck look great! |
gold ring 'Arthoregoblek'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Mag offense ------ Damage +6% blight +16% cold Ignore resists +15% blight defense ------ Resistance +18% blight +32% cold other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Rings make your fingers look great! |
Polerenor the stralite dagger (26-34 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Arcane Weapon Damage 26.0 - 33.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +8 temporal On-Hit, radius 1 +16 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Dex +4 Wil +4 Cun defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
chilling stralite dagger of corruption (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Weapon Damage 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +18 cold On Hit: 20% Curse of Vulnerability level 4 Sharp, short and deadly. |
chilling voratun dagger of shearing (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +22 cold While equipped: offense ------ Ignore resists +11% all Accuracy +15 (+10 eff.) Ignore Armor +7 Sharp, short and deadly. |
inquisitor's stralite dagger of enduring (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Disrupt Weapon Damage 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +13 Con +8 Wil defense ------ Life +30.00 Sharp, short and deadly. |
quick stralite greatsword of corruption (50-79 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 4 While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +24 (+15 eff.) Massive two-handed swords. |
stralite greatsword 'Mayota' (51-82 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 51.0 - 81.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +25% physical Accuracy +47 (+26 eff.) defense ------ Defense +19 (+9 eff.) Resistance +3% physical Physical save +15 (+5 eff.) Unlife -80.00 life Disarm Resist +43% Massive two-handed swords. |
stralite greatsword of evisceration (49-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 49.0 - 78.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +16 (+11 eff.) Massive two-handed swords. |
stormbringer's stralite longsword (33-46 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +25 lightning +18 cold While equipped: offense ------ Move Speed +32% Ignore resists +8% lightning +13% cold Sharp, long, and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 40 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
runic reinforced leather sling of cold4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +7 cold On Hit: 10% Arcane Vortex level 4 While equipped: Stats +5 Mag offense ------ Spellpower +6 (+6 eff.) Damage +9% arcane +12% cold Slings are used to hurl stones or metal shots at your foes. |
earthen elven-wood magestaff of fate (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +12 (+9 eff.) Damage +25% arcane defense ------ Armor +5 Hardiness +2% Physical save +9 (+3 eff.) Spell save +9 (+3 eff.) Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Delazor' (35-42 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane Weapon Damage 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Cun +2 Str offense ------ Spell Crit +10% Spellpower +16 (+11 eff.) Damage +35% darkness defense ------ Resistance +18% darkness Physical save +11 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Infravision +2 See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff of fate (25-30 power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +20.00% Spellpower +15 (+10 eff.) On-Hit 23 fire Damage +25% acid defense ------ Physical save +12 (+4 eff.) Spell save +9 (+3 eff.) Mind save +8 (+3 eff.) other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff of protection (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +4% Spellpower +18 (+12 eff.) Damage +25% fire defense ------ Resistance +12% fire Life Regen +1.10 Healmod +16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +4% Spellpower +19 (+12 eff.) On-Hit 30 arcane Damage +25% lightning other ------- Max mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +5 Cun +8 Lck defense ------ Stealth +8 other ------- Disarm Traps +7 Infravision +5 A belt that goes around your waist. |
wyrmwaxed cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Critical power +18.00% Accuracy +9 (+7 eff.) Ignore Armor +8 defense ------ Defense +2 (+1 eff.) Resistance +7% acid +7% fire +7% lightning +7% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +9 Mag +7 Wil offense ------ Spellpower +17 (+11 eff.) Spellpower/crit +4 defense ------ Resistance +13% all Silence Resist +24% other ------- Mana/turn +0.21 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzlerend (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: Stats +7 Mag offense ------ Spellpower +8 (+7 eff.) Damage +7% acid +12% fire +32% blight Ignore resists +10% light +20% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Armor +4 Fatigue +3% Resistance +20% light Disease Resist +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Blazewake' (7 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex offense ------ Move Speed +10% Damage +3% arcane Ignore resists +10% light When Hit 2 arcane 6 light defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue -3% Resistance +6% light Life +44.00 other ------- Stamina/turn +1.30 Max stamina +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
voratun helm of ire (0 def, 5 armour)3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +5 Fatigue +5% Physical save +5 (+2 eff.) Mind save +8 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable stralite mail armour of Eyal (4 def, 17 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego+] Nature/Master While equipped: defense ------ Armor +17 Defense +4 (+2 eff.) Fatigue +12% Life +40.00 Life Regen +5.00 Healmod +11% A suit of armour made of mail. |
rejuvenating stralite mail armour of the deep (4 def, 9 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego+] Nature While equipped: defense ------ Armor +9 Defense +4 (+2 eff.) Fatigue +12% Resistance +9% acid +11% cold Life Regen +2.50 other ------- Stamina/turn +1.30 Breathe water A suit of armour made of mail. |
reinforced leather armour of the wind (20 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Ignore Armor +10 defense ------ Armor +7 Defense +20 (+10 eff.) Fatigue +8% other ------- Stamina/turn +1.30 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 106 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
troll-hide reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Life +43.00 Life Regen +7.50 Healmod +14% A suit of armour made of leather. |
crackling stralite shield (0 def, 8 armour, 142.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex offense ------ When Hit 6 lightning defense ------ Armor +8 Fatigue +8% Resistance +11% lightning other ------- Talents +1 Block Handheld deflection devices. |
stralite shield 'Shadowwisp' (0 def, 18 armour, 218.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con offense ------ Damage +15% acid +12% darkness Ignore resists +15% darkness +10% acid defense ------ Armor +18 Fatigue +8% Resistance +6% light +15% acid Physical save +13 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Silanor the quiver of elven-wood arrows (19/19, 45-63 power, 14 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Arcane Weapon Damage 45.0 - 63.0 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 On-ranged-hit +20 temporal +20 mind On-Hit, radius 1 +20 mind On-crit, radius 2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
44 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) =Tentacle tree Old Forest =2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
sentry's pouch of stralite shots of accuracy (44/44, 46-55 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Weapon Damage 46.0 - 55.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +5.5% Capacity 44 Auto Reload 3 Shots are used with slings to pummel your foes to death. |
Cureclash [power 165] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +12 Str +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Resistance +12% acid other ------- See Invisibility +6 Blast the opponent's mind dealing 195 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Glorutira the Umbrawake [power 188] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% arcane +3% darkness defense ------ Resistance +9% darkness Sting an enemy dealing 216 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Turesin the Torchbreacher [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +6 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +18% fire other ------- Max hate +4.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
innervating elven-wood wand of lightning storm [power 326] (15 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 88 lightning damage and will be dazed for 1 turn (443 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Boomed the Yeek Doomed level 31
17th Regrowth 123rd year of Ascendancy at 00:19 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Boomed the Yeek Doomed level 23
3rd Decay 122nd year of Ascendancy at 04:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Boomed the Yeek Doomed level 23
3rd Allure 123rd year of Ascendancy at 02:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Boomed the Yeek Doomed level 24
6th Regrowth 123rd year of Ascendancy at 22:24 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Boomed the Yeek Doomed level 31
17th Regrowth 123rd year of Ascendancy at 02:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Boomed the Yeek Doomed level 10
31st Dusk 122nd year of Ascendancy at 03:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Boomed the Yeek Doomed level 20
22nd Haze 122nd year of Ascendancy at 02:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Boomed the Yeek Doomed level 30
15th Regrowth 123rd year of Ascendancy at 12:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Boomed the Yeek Doomed level 31
18th Regrowth 123rd year of Ascendancy at 16:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Boomed the Yeek Doomed level 25
7th Regrowth 123rd year of Ascendancy at 22:47 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Boomed the Yeek Doomed level 31
17th Regrowth 123rd year of Ascendancy at 00:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Boomed the Yeek Doomed level 10
31st Dusk 122nd year of Ascendancy at 04:26 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Boomed the Yeek Doomed level 31
17th Regrowth 123rd year of Ascendancy at 00:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Boomed the Yeek Doomed level 14
9th Haze 122nd year of Ascendancy at 02:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Boomed the Yeek Doomed level 25
8th Regrowth 123rd year of Ascendancy at 02:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Boomed the Yeek Doomed level 19
22nd Haze 122nd year of Ascendancy at 02:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Boomed the Yeek Doomed level 29
13rd Regrowth 123rd year of Ascendancy at 20:34 see stats
Log
Talent Resonance Field is ready to use.
Boomed uses Resonance Field.
Boomed's mind surges with critical power!
A psychic field forms around Boomed.
Shadow casts Phase Door.
Shadow casts Arcane Reconstruction.
Rested for 15 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Shadow casts Phase Door.
Shadow casts Phase Door.
The psychic field around Boomed crumbles.
Shadow casts Phase Door.
Talent Unseen Force is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Talent Resonance Field is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a next level here (press '' or right click to use).
Ran for 26 turns (stop reason: at exit).





































































































