










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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.2This 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 29 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Velygawe the storm drake hatchling at level 22 on the 8th Regrowth 123rd year of Ascendancy at 10:35 0 / 7Killed by skeleton warrior at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 18:59 Killed by Yveyalrath the mean looking elven guard at level 26 on the 28th Regrowth 123rd year of Ascendancy at 18:04 Killed by Xegawe the elven tempest at level 26 on the 29th Regrowth 123rd year of Ascendancy at 04:04 Killed by or maybe just a dragon man's Inner Demon at level 29 on the 73rd Regrowth 123rd year of Ascendancy at 22:33 Killed by Grand Corruptor at level 29 on the 79th Regrowth 123rd year of Ascendancy at 20:13 Killed by Grand Corruptor at level 29 on the 79th Regrowth 123rd year of Ascendancy at 21:59 |
| Antimagic | Follower |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 27 (base 10) |
| Constitution | 26 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 69 (base 58) |
| Cunning | 16 (base 10) |
Resources
| Life | -1329/1072 |
| Stamina | 341/352 |
| Equilibrium | 87 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 20.978969789735 |
Speed
| Mental | +12.028637809582% |
| Attack | +12.028637809582% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 181 |
| Accuracy | 55 |
| Crit Chance | 26% |
| APR | 3 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 13% |
| Speed | 0.89262890235239 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +23% |
| Physical | +51% |
| Cold | +20% |
| All | 0% |
| Lightning | +20% |
| Darkness | +20% |
| Fire | +20% |
| Nature | +24% |
Offense: Damage Penetration
| Cold | +30% |
| Lightning | +30% |
| Acid | +30% |
| Darkness | +30% |
| Blight | +30% |
| Physical | +36% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 54.723073231957 (96.438666929426%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 28 |
| Physical Save | 42 |
| Spell Save | 30 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 7%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 8%( 70%) |
| Light | + 5%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 11%( 70%) |
| Darkness | + 5%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Disarm Resistance | 23% |
| Confusion Resistance | 20% |
| Knockback Resistance | 72% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -657 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1313 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% 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 Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.58 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Chiregoldil the Kindlehunter (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% physical Res.pen +6% physical Melee Ret 2 physical ----- def ----- Armour +3 Resists +3% nature +1% physical Knockbk- +20% ---------- misc Light +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | alchemist's lamp 'Bilewire'1.0 T3 lite [Rare] Nature While equipped: Stats +6 Str +6 Dex +1 Con ----- def ----- Resists +3% nature Max.HP +51.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | innervating elven-wood totem of healing [power 290] (11/15 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 15 cooldown 100% to reduce fatigue by 41% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
| On fingers | steel ring 'Belina'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Dmg.mod +15% acid Acc +20 (+6 eff.) ----- def ----- Armour +4 HP.reg +3.00 Stun/Frz- +23% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
| Around waist | blurring hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Defense +8 (+4 eff.) Stealth +15 ---------- misc T.Disarm +10 Infravis +5 A belt that goes around your waist. |
| In main hand | Borentir the Kindlevenom (69-110 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 69.0 - 110.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% physical Acc +10 (+3 eff.) Melee Ret 4 physical 10 light 4 arcane ----- def ----- Defense +30 (+11 eff.) ---------- misc Max.stam +20.00 Massive two-handed swords. |
| On hands | voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +9% Mind.crit +5% Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 33.0 - 46.2 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +19.0% Atk.spd 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Radhubar the stralite plate armour (0 def, 21 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Armour +21 Fatigue +15% Resists +2% physical +9% mind +5% arcane Phys.save +9 (+3 eff.) Mind.save +17 (+6 eff.) Max.HP +60.00 HP.reg +4.40 Confus- +10% ---------- misc Stam/turn +1.30 A suit of armour made of metal plates. |
| Cloak | linen cloak 'Bregyroddatir' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +2 Mag +2 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) Resists +3% light +9% fire Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing stralite amulet of perfection (0.28 Wild-gift / Cold drake aspect,0.28 Demented / Scourge drake)0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +44.00 HP.reg +3.00 ---------- misc Masteries +0.28 Wild-gift/Cold drake aspect +0.28 Demented/Scourge drake Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 187; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the psychic (heal 435; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 435 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 34%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 21%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 |
Rune of the Rift (426.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 426.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
gold amulet 'Ragasagrim'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% acid +6% mind Res.pen +10% mind ---------- misc Psi/ret +0.08 Max.hate +8.00 Max.psi +30.00 Amulets make your neck look great! |
Frostglamour the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% mind +15% cold Res.pen +20% cold Melee Ret 4 lightning ----- def ----- Defense +6 (+3 eff.) Resists +6% mind +6% cold Rings make your fingers look great! |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.29 cold and 25.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
warrior's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +4 Resists +22% light Rings make your fingers look great! |
savage's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Con ----- def ----- Resists +22% acid +18% fire +17% lightning +12% cold Spell.save +14 (+7 eff.) ---------- misc Max.stam +25.00 Rings make your fingers look great! |
truestriking stralite battleaxe of massacre (57-86 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 57.0 - 85.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +13 (+4 eff.) Apr +7 Massive two-handed battleaxes. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 40% Wil, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Branydir the steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Dex +3 Mag +3 Wil +1 Cun dps ---------- Crit.mult +15.00% Spell.pwr +38 (+24 eff.) S.pwr/crit +8 ----- def ----- Spell.save +6 (+3 eff.) One-handed war axes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
enhanced dwarven-steel dagger of torment (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Psionic Power 17.5 - 22.8 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str +6 Dex +4 Mag +5 Wil +6 Cun +3 Con Sharp, short and deadly. |
steel plate armour of the deep (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +30% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
cashmere cloak 'Muckserpent' (2 def, 0 armour) =+8Mag=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Mag dps ---------- Dmg.mod +6% mind Res.pen +20% nature Melee Ret 4 mind ----- def ----- Defense +2 (+1 eff.) Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galugochak the Healbringer (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +3% cold Melee Ret 2 nature ----- def ----- Armour +1 Resists +5% fire +6% nature +6% cold A pair of boots made of leather. |
Samafast the Shinezephyr (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +15% nature +10% fire Melee Ret 6 light ----- def ----- Armour +1 Resists +3% light Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Wil +3 Cun +5 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Phys.save +18 (+6 eff.) Mind.save +17 (+6 eff.) Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Salilaith the Murkbrand (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire +12% arcane +3% darkness Res.pen +25% darkness Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +4 Fatigue +3% Resists +21% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Wil, 40% Dex, 40% Str 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Guneyadig the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag dps ---------- Mind.crit +2% Phys.pwr +8 (+3 eff.) Dmg.mod +9% mind ----- def ----- Armour +2 Fatigue +3% ---------- misc Max.hate +6.00 See.Invis +3 Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
defender's rough leather cap of the depths (5 def, 6 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +5 (+3 eff.) Fatigue +1% Resists +8% cold +3% all Phys.save +6 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
hardened leather cap 'Layumira' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Wil +4 Cun dps ---------- Spell.crit +3% Crit.mult +10.00% Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Mind.save +7 (+3 eff.) ---------- misc Stam/ret +1.10 Equi/ret +1.90 Max.vim +40.00 A cap made of leather. |
Salotha the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +3% nature Phys.save +9 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 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 617.2 Physical damage. If the attack hits, the target is confused (33% effect) for 5 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. |
miner's iron helm of dexterity (+2) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazeblast the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Wil +7 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +18% light +6% mind ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
9 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. |
5 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. |
7 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. |
5 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. |
8 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 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. |
5 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. |
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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
184 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. |
brass lantern 'Xenor'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +2% physical +3% mind +5% arcane Mind.save +6 (+2 eff.) Poison- +20% ---------- misc Light +3 See.Stealth +7 See.Invis +7 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. |
Veloravea (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +1 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +3 Defense +15 (+6 eff.) Resists +7% physical ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Wretchcrack the dwarven-steel pickaxe (dig speed 18 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% S.pwr/crit +2 Melee Ret 6 nature ---------- misc Mana/s.crit +2.00 Max.mana +26.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/1)2.0 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. |
Cloudpyre the steel torque of clear mind [power 2] (11/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Dmg.mod +3% lightning Res.pen +15% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 182] (11/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (11/20 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 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By or maybe just a dragon man the Thalore Wyrmic level 17
44th Haze 122nd year of Ascendancy at 15:05 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By or maybe just a dragon man the Thalore Wyrmic level 20
58th Haze 122nd year of Ascendancy at 13:16 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By or maybe just a dragon man the Thalore Wyrmic level 15
25th Dusk 122nd year of Ascendancy at 15:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By or maybe just a dragon man the Thalore Wyrmic level 21
62nd Haze 122nd year of Ascendancy at 15:59 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By or maybe just a dragon man the Thalore Wyrmic level 27
39th Regrowth 123rd year of Ascendancy at 21:18 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By or maybe just a dragon man the Thalore Wyrmic level 22
8th Regrowth 123rd year of Ascendancy at 08:57 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By or maybe just a dragon man the Thalore Wyrmic level 29
70th Regrowth 123rd year of Ascendancy at 06:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By or maybe just a dragon man the Thalore Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 20:20 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By or maybe just a dragon man the Thalore Wyrmic level 20
57th Haze 122nd year of Ascendancy at 16:02 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By or maybe just a dragon man the Thalore Wyrmic level 21
77th Haze 122nd year of Ascendancy at 21:13 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By or maybe just a dragon man the Thalore Wyrmic level 22
9th Regrowth 123rd year of Ascendancy at 03:43 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By or maybe just a dragon man the Thalore Wyrmic level 16
36th Haze 122nd year of Ascendancy at 14:21 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By or maybe just a dragon man the Thalore Wyrmic level 7
2nd Mirth 122nd year of Ascendancy at 11:35 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By or maybe just a dragon man the Thalore Wyrmic level 21
68th Haze 122nd year of Ascendancy at 00:57 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By or maybe just a dragon man the Thalore Wyrmic level 29
78th Regrowth 123rd year of Ascendancy at 15:50 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By or maybe just a dragon man the Thalore Wyrmic level 21
67th Haze 122nd year of Ascendancy at 14:22 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By or maybe just a dragon man the Thalore Wyrmic level 25
28th Regrowth 123rd year of Ascendancy at 02:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By or maybe just a dragon man the Thalore Wyrmic level 19
53rd Haze 122nd year of Ascendancy at 01:06 see stats
Log
Bone Spike hits or maybe just a dragon man for 20 physical damage.
Grand Corruptor's Soul Rot hits or maybe just a dragon man for 317 blight damage.
Or maybe just a dragon man uses Death Dance.
The shield around Grand Corruptor crumbles.
Grand Corruptor hits or maybe just a dragon man for 51 fire damage.
or maybe just a dragon man hits Grand Corruptor for (151 absorbed), (425 to bones), 0 physical (0 total damage).
Talent Dissolve is ready to use.
Rotting Disease from Grand Corruptor hits or maybe just a dragon man for 30 blight damage.
Decrepitude Disease from Grand Corruptor hits or maybe just a dragon man for 40 blight damage.
Grand Corruptor casts Blood Boil.
Or maybe just a dragon man is free from the decrepitude disease.
Or maybe just a dragon man slows down.
Grand Corruptor receives 82 healing.
Grand Corruptor hits or maybe just a dragon man for 172 blight damage.
Rotting Disease from Grand Corruptor hits or maybe just a dragon man for 30 blight damage.
Grand Corruptor casts Blood Grasp.
Or maybe just a dragon man resists the disease!
Grand Corruptor receives 33 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits or maybe just a dragon man for 139 blight damage.
Or maybe just a dragon man uses Dissolve.
or maybe just a dragon man performs a melee critical strike against Grand Corruptor!
or maybe just a dragon man performs a melee critical strike against Grand Corruptor!
Grand Corruptor hits or maybe just a dragon man for 51 fire damage.
or maybe just a dragon man hits Grand Corruptor for (246 to bones), 0 acid, 302 acid, 216 acid, 139 acid (658 total damage).
Rotting Disease from Grand Corruptor hits or maybe just a dragon man for 30 blight damage.
Grand Corruptor casts Drain.
Grand Corruptor hits or maybe just a dragon man for 183 blight damage.
or maybe just a dragon man the level 29 thalore wyrmic was fouled to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
































































































































