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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
Race | Yeek |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 34 / 75% |
Size | small |
Lifes / Deaths | Killed by Grand Corruptor at level 34 on the 17th Regrowth 123rd year of Ascendancy at 18:52 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 20 (base 10) |
Magic | 115 (base 60) |
Willpower | 87 (base 60) |
Cunning | 44 (base 24) |
Resources
Life | -120/273 |
Mana | 54/765 |
Healing Factor | 1.087058885578 |
Regeneration | 0.2717647213945 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.000000000002% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 16 |
Offense: Mainhand
Damage | 52 |
Accuracy | 16 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +45% |
Darkness | +9% |
Temporal | +28% |
Blight | +40% |
Arcane | +24% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +45% |
Fire | +20% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 53 |
Mental Save | 46 |
Defense: Resistances
Acid | + 26%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 24%( 70%) |
All | + 19%( 70%) |
Lightning | + 50%( 70%) |
Light | + 19%( 70%) |
Temporal | + 29%( 70%) |
Fire | + 29%( 70%) |
Darkness | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 10% |
Confusion Resistance | 85% |
Silence Resistance | 50% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 580 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1291% for 10 turns (90 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed storm wyrm claw. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of elder vampire blood. * You've found the needed ritch stinger. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. | active |
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 within2 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 | pair of dwarven-steel boots 'Dimworm' (0 def, 4 armour) pair of dwarven-steel boots 'Dimworm' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +4 Cun offense ------ Spellpower +30 (+6 eff.) Damage +9% darkness defense ------ Armor +4 Fatigue +3% Spell save +6 (+2 eff.) other ------- Mana/turn +0.12 Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Aerulaith' brass lantern 'Aerulaith'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Cun +7 Wil offense ------ Damage +12% arcane Ignore resists +10% mind +15% blight defense ------ Mind save +12 (+4 eff.) other ------- Max psi +30.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Voryta the dwarven-steel helm (0 def, 4 armour) Voryta the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag +2 Cun offense ------ Damage +15% temporal defense ------ Armor +4 Fatigue +4% Resistance +10% fire +5% arcane +7% cold Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Aduvea the steel torque of mindblast [power 180] (5/15 cooldown) Aduvea the steel torque of mindblast [power 180] (5/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Critical power +10.00% Spellpower/crit +4 Damage +12% arcane Ignore resists +25% blight Ignore Shields +30% defense ------ Resistance +5% arcane Spell save +9 (+3 eff.) other ------- Mana/turn +0.08 Blast the opponent's mind dealing 191 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Hettadunaneg the gold ring Hettadunaneg the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +6 Con offense ------ Physical Power +8 (+4 eff.) Damage +13% temporal defense ------ Resistance +6% acid +13% temporal +6% darkness Spell save +8 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +10% Rings make your fingers look great! |
On fingers | Kilnmight the gold ring Kilnmight the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +7 Cun +6 Con offense ------ Physical Power +8 (+4 eff.) Spellpower +7 (+2 eff.) Damage +15% blight Ignore resists +20% fire Accuracy +8 (+5 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 defense ------ Resistance +3% fire Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Polotha the dragonbone starstaff (136% power, 6 apr, lightning element) Polotha the dragonbone starstaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Critical power +50.00% Spellpower +20 (+4 eff.) On-Hit 31 fire Damage +30% lightning +6% mind defense ------ Resistance +24% lightning +3% acid Pinning Resist +20% other ------- See Invisibility +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 9/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil defense ------ Defense +2 (+2 eff.) Spell save +8 (+3 eff.) other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glorariwe the copper amulet Glorariwe the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +3 Con offense ------ Spellpower +20 (+4 eff.) Spellpower/crit +6 Damage +3% blight Ignore resists +5% blight defense ------ Resistance +5% arcane Amulets make your neck look great! |
Inventory
Rune of the Rift (498.00 temporal damage, removed from time 4 turns) Rune of the Rift (498.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 637.44 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 322; dur 4; cd 19) biting gale rune of the psychic (damage 322; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 322.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 113; dur 4; cd 14) shielding rune of the warrior (absorb 113; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 113 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 463; dur 5; cd 17) shielding rune of the wizard (absorb 463; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Flashstake Flashstake0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% fire defense ------ Resistance +6% light Life +40.00 Stun Resist +20% Amulets make your neck look great! |
Growbile the steel amulet Growbile the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ When Hit 4 nature defense ------ Resistance +12% blight +2% physical +6% nature +3% fire Mind save +15 (+5 eff.) Life +60.00 Life Regen +4.00 Amulets make your neck look great! |
steel amulet 'Porygatha' steel amulet 'Porygatha'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag offense ------ Spell Crit +2% Spellpower/crit +6 Ignore resists +10% arcane Ignore Shields +20% defense ------ Armor +16 Resistance +5% arcane +14% temporal Disease Resist +20% Silence Resist +20% Pinning Resist +31% Knockbk Resist +27% Amulets make your neck look great! |
cleansing gold amulet cleansing gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +18% nature +11% blight Poison Resist +24% Disease Resist +20% Amulets make your neck look great! |
wanderer's gold amulet of vision =+5 con= wanderer's gold amulet of vision =+5 con=0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 Blind Resist +15% other ------- Stamina/turn +0.40 Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
Crackleterror the copper ring Crackleterror the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ Damage +20% lightning Ignore Armor +4 defense ------ Armor +2 Resistance +22% lightning Rings make your fingers look great! |
marksman's copper ring of arcana (+0.11/turn) marksman's copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+4 eff.) defense ------ Silence Resist +23% other ------- Mana/turn +0.11 Rings make your fingers look great! |
mule's copper ring of tenacity mule's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +22% other ------- Encumbrance +20 Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+6 eff.) Rings make your fingers look great! |
Anokhad the Infernorock Anokhad the Infernorock0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% cold +26% light +3% fire Ignore resists +20% fire When Hit 4 cold defense ------ Resistance +52% light Spell save +6 (+2 eff.) Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
pixie's steel ring of tenacity pixie's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) defense ------ Life +21.00 Disarm Resist +26% Pinning Resist +27% Knockbk Resist +20% Rings make your fingers look great! |
rogue's steel ring of lightning (+24%) rogue's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +12% lightning defense ------ Defense +4 (+4 eff.) Resistance +24% lightning Rings make your fingers look great! |
wizard's steel ring of light (+24%) wizard's steel ring of light (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +12% light defense ------ Resistance +24% light Spell save +4 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of arcana (+0.18/turn) rogue's gold ring of arcana (+0.18/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+8 eff.) Silence Resist +23% other ------- Mana/turn +0.18 Rings make your fingers look great! |
savage's gold ring of pilfering savage's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con offense ------ Accuracy +13 (+8 eff.) Ignore Armor +10 defense ------ Defense +11 (+11 eff.) Spell save +12 (+4 eff.) other ------- Max stamina +20.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
Poleriada Poleriada0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +18 Cun +7 Dex offense ------ Ignore resists +5% acid +10% physical Accuracy +9 (+6 eff.) When Hit 4 acid defense ------ Armor +6 Defense +32 (+24 eff.) Resistance +6% acid Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 210.15 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (420). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Brodorachik the ash starstaff (111% power, 3 apr, lightning element) Brodorachik the ash starstaff (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Spell Crit +6% Physical Power +13 (+7 eff.) Spellpower +18 (+4 eff.) Damage +15% lightning +15% blight Ignore resists +5% blight Accuracy +12 (+7 eff.) defense ------ Defense +6 (+6 eff.) Resistance +5% arcane other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 122.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Crystalline Elven-wood magestaff (138% power, 5 apr, cold element) Crystalline Elven-wood magestaff (138% power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 138% Range: 1.0x-1.2x Uses 80% Mag Damage Arcane 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 Wil +3 Con offense ------ Spell Crit +4% Physical Power +12 (+6 eff.) Spellpower +24 (+5 eff.) Damage +10% arcane +25% cold other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Getentir (129% power, 5 apr, lightning element) Getentir (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 Mag +3 Wil offense ------ Spell Crit +4% Mind Crit +1% Critical power +23.00% Spellpower +36 (+7 eff.) Mindpower +5 (+1 eff.) On-Hit 15 fire Damage +10% blight +25% lightning Ignore resists +5% blight defense ------ Armor +6 Hardiness +9% Physical save +2 (+2 eff.) other ------- Max mana +30.00 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was corrupted by the digestive sack. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Weapon Damage 179% Range: 1.0x-1.6x Uses 20% Con, 115% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 83 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
warbringer's steel longsword of projection (110% power, 3 apr) warbringer's steel longsword of projection (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Master/Psionic Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con offense ------ Physical Power +7 (+4 eff.) Ignore resists +7% physical defense ------ Disarm Resist +10% Sharp, long, and deadly. |
elemental stralite longsword of vileness (137% power, 5 apr) elemental stralite longsword of vileness (137% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +7 blight On Hit: * 22% chance to reduce strength, dexterity, and constitution by 35 * Create an explosion dealing 130 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +12% cold Sharp, long, and deadly. |
dwarven-steel mace of projection (135% power, 4 apr) dwarven-steel mace of projection (135% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
Sleetkin (101% power, 3 apr) =+9 con= Sleetkin (101% power, 3 apr) =+9 con=3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 cold On-Hit, radius 1 +16 cold While equipped: Stats +4 Cun +9 Con offense ------ Ignore resists +9% all Accuracy +11 (+7 eff.) Ignore Armor +7 One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+11 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: 1.0 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 50 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 the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 113% Range: 1.0x-1.1x Uses 50% Wil, 20% Str, 10% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+5 eff.) Mindpower +10 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 116.91 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
blazebringer's yew longbow of enduring =+12 con= blazebringer's yew longbow of enduring =+12 con=4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 [Ego++] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +8 fire While equipped: Stats +12 Con +11 Wil offense ------ Global Speed +2% Ignore resists +17% fire defense ------ Life +17.00 Longbows are used to shoot arrows at your foes. |
psychokinetic pouch of dwarven-steel shots of persecution (21/21, 140% power, 3 apr) psychokinetic pouch of dwarven-steel shots of persecution (21/21, 140% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Disrupt/Psionic Weapon Damage 141% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +19 physical Damage Against +17% Unnatural +8% Unliving On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Shots are used with slings to pummel your foes to death. |
exposing stralite shield of fire resistance (+23%) (0 def, 8 armour, 160% power, 144 block) exposing stralite shield of fire resistance (+23%) (0 def, 8 armour, 160% power, 144 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego] Master/Psionic When used to Attack: Weapon Damage 161% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +144 While equipped: offense ------ On-Hit (Melee): * 9% chance to reduce all saves and defense by 29 When Hit: * 18% chance to reduce all saves and defense by 29 defense ------ Armor +8 Fatigue +8% Resistance +23% fire other ------- Talents +1 Block Handheld deflection devices. |
Fulorekan the woollen robe (0 def, 4 armour) Fulorekan the woollen robe (0 def, 4 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +5% physical +13% mind +8% temporal Ignore resists +5% temporal +8% physical defense ------ Armor +4 Resistance +6% nature +13% mind +9% all Spell save +17 (+6 eff.) Anomaly Control +10 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Yeek-fur Robe (10 def, 5 armour) Yeek-fur Robe (10 def, 5 armour)2.0 Encumbrance T3 cloth armor [Unique] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +20% mind defense ------ Armor +5 Defense +10 (+10 eff.) Resistance +20% cold +20% mind +11% all Mind save +10 (+4 eff.) Confus Resist +35% other ------- Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
ancient cashmere robe of Linaniil (0 def, 0 armour) ancient cashmere robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +7% Spellpower +23 (+5 eff.) Damage +11% temporal +5% physical Ignore resists +7% temporal +9% physical defense ------ Resistance +11% all Anomaly Control +10 other ------- Mana/turn +0.19 Max mana +56.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Lightningroar' (0 def, 0 armour) =+9 con= cashmere robe 'Lightningroar' (0 def, 0 armour) =+9 con=2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +9 Con offense ------ Damage +20% nature +28% fire When Hit 10 lightning defense ------ Resistance +18% lightning +24% fire +11% all Poison Resist +52% Disease Resist +60% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fortifying stralite mail armour of Eyal (4 def, 8 armour) fortifying stralite mail armour of Eyal (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +8 Defense +4 (+4 eff.) Fatigue +12% Life +73.00 Life Regen +3.00 Healmod +14% A suit of armour made of mail. |
searing stralite mail armour (4 def, 8 armour) searing stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane While equipped: offense ------ On-Hit 13 acid 12 fire When Hit 11 acid 11 fire defense ------ Armor +8 Defense +4 (+4 eff.) Fatigue +12% Resistance +12% acid +17% fire A suit of armour made of mail. |
Greengrinder the rough leather belt =+5 con= Greengrinder the rough leather belt =+5 con=1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +5 Con offense ------ When Hit 4 nature defense ------ Resistance +6% acid +9% nature +6% blight other ------- Infravision +1 See Invisibility +3 A belt that goes around your waist. |
hardened leather belt 'Chamudar' hardened leather belt 'Chamudar'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +6 Lck offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +18% blight +3% nature +5% arcane Stealth +7 other ------- Disarm Traps +18 Infravision +4 A belt that goes around your waist. |
Emeladherida Emeladherida1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +3 Dex +7 Cun +6 Lck offense ------ Physical Power +6 (+3 eff.) defense ------ Defense +14 (+14 eff.) Resistance +6% lightning Physical save +6 (+6 eff.) Spell save +12 (+4 eff.) Stealth +17 Unlife -40.00 life other ------- Disarm Traps +13 Infravision +4 Size +1 A belt that goes around your waist. |
linen cloak 'Lavapall' (1 def, 0 armour) linen cloak 'Lavapall' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +3 Mag defense ------ Defense +1 (+1 eff.) Resistance +3% fire Life +32.00 other ------- Infravision +2 See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Wil defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velylle the cashmere cloak (2 def, 0 armour) Velylle the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Str +4 Dex +2 Con offense ------ Accuracy +25 (+14 eff.) defense ------ Defense +2 (+2 eff.) Unlife -40.00 life 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. |
Bethida the Vileswift (0 def, 1 armour) Bethida the Vileswift (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +3% acid Ignore resists +10% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +1 Resistance +12% acid +3% fire Stealth +6 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+5 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
Cuthyratar the pair of hardened leather boots (0 def, 5 armour) Cuthyratar the pair of hardened leather boots (0 def, 5 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +4 Wil +4 Con offense ------ Spellpower +6 (+1 eff.) Mindpower +5 (+1 eff.) Damage +7% acid +6% blight Ignore resists +8% physical defense ------ Armor +5 Resistance +3% acid Unlife -40.00 life Life Regen +4.00 Healmod +10% Disease Resist +26% Disarm Resist +20% Stun Resist +10% other ------- Infravision +2 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 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 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 55.84 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+6 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's rough leather gloves (0 def, 7 armour) stone warden's rough leather gloves (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +5 Con defense ------ Armor +7 Hardiness +7% Resistance +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Scorpionvault' (0 def, 2 armour) hardened leather gloves 'Scorpionvault' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +8 Wil +4 Con offense ------ Mind Crit +4% Mindpower +10 (+3 eff.) Damage +18% mind Ignore resists +15% nature defense ------ Armor +2 Disarm Resist +33% other ------- Psi when Hit +0.16 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+7 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 84.46 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
insulating linen wizard hat (1 def, 0 armour) insulating linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +5% fire +5% cold A pointy cloth hat, very wizardly... |
shielding linen wizard hat of light (+15%) (1 def, 0 armour) shielding linen wizard hat of light (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% light defense ------ Defense +1 (+1 eff.) Resistance +15% light Spell save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Noontorrent (0 def, 1 armour) Noontorrent (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Con offense ------ Damage +6% light Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% Resistance +6% light other ------- Light +3 A cap made of leather. |
insulating hardened leather cap of constitution (+6) (0 def, 3 armour) =+6 con= insulating hardened leather cap of constitution (+6) (0 def, 3 armour) =+6 con=2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +6 Con defense ------ Armor +3 Fatigue +3% Resistance +6% fire +7% cold A cap made of leather. |
4 agate 4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
6 ametrine 6 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. |
8 citrine 8 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. |
7 zircon 7 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. |
5 aquamarine 5 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. |
2 opal 2 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. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 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 amethyst 6 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. |
onyx 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. |
5 lapis lazuli 5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+6 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. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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. |
4 quartz 4 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. |
316 alchemist agate 316 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(140 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Giludur the iron pickaxe (dig speed 29 turns) =+5 str +4 dex= Giludur the iron pickaxe (dig speed 29 turns) =+5 str +4 dex=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Str +4 Dex +2 Mag offense ------ Physical Power +4 (+2 eff.) Move Speed +10% When Hit 6 mind defense ------ Crit Resistance 5.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glovena (dig speed 18 turns) =+5 con= Glovena (dig speed 18 turns) =+5 con=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag +5 Con offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +3% lightning +6% fire +5% darkness +3% blight Crit Resistance 10.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 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 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 165% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of mindblast [power 105] (5/15 cooldown) iron torque of mindblast [power 105] (5/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
dwarven-steel torque of mindblast [power 230] (5/15 cooldown) dwarven-steel torque of mindblast [power 230] (5/15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 244 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (5/25 cooldown) elm totem of summon tentacle [power 95] (5/25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 196 Base Damage: 100 Armor: 0 All Resist: 5 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Glowlore [power 206] (5/20 cooldown) Glowlore [power 206] (5/20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Wil +2 Mag offense ------ Damage +6% arcane +12% light Ignore resists +20% blight Ignore Shields +30% Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of clairvoyance [power 11] (5/15 cooldown) warded yew wand of clairvoyance [power 11] (5/15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 lightning +3 fire +3 arcane +3 acid Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance 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
By Bee Bee the Yeek Archmage level 20
48th Dusk 122nd year of Ascendancy at 05:10 see stats
By Bee Bee the Yeek Archmage level 28
77th Haze 122nd year of Ascendancy at 17:48 see stats
By Bee Bee the Yeek Archmage level 26
25th Haze 122nd year of Ascendancy at 15:31 see stats
By Bee Bee the Yeek Archmage level 33
4th Regrowth 123rd year of Ascendancy at 21:03 see stats
By Bee Bee the Yeek Archmage level 32
4th Allure 123rd year of Ascendancy at 03:54 see stats
By Bee Bee the Yeek Archmage level 10
9th Mirth 122nd year of Ascendancy at 19:47 see stats
By Bee Bee the Yeek Archmage level 20
35th Dusk 122nd year of Ascendancy at 21:36 see stats
By Bee Bee the Yeek Archmage level 30
78th Haze 122nd year of Ascendancy at 18:30 see stats
By Bee Bee the Yeek Archmage level 26
25th Haze 122nd year of Ascendancy at 23:33 see stats
By Bee Bee the Yeek Archmage level 20
36th Dusk 122nd year of Ascendancy at 02:59 see stats
By Bee Bee the Yeek Archmage level 14
2nd Dusk 122nd year of Ascendancy at 07:44 see stats
By Bee Bee the Yeek Archmage level 26
38th Haze 122nd year of Ascendancy at 11:33 see stats
By Bee Bee the Yeek Archmage level 11
2nd Flare 122nd year of Ascendancy at 12:24 see stats
By Bee Bee the Yeek Archmage level 26
38th Haze 122nd year of Ascendancy at 06:35 see stats
By Bee Bee the Yeek Archmage level 24
64th Dusk 122nd year of Ascendancy at 07:44 see stats
By Bee Bee the Yeek Archmage level 18
32nd Dusk 122nd year of Ascendancy at 21:51 see stats
Log
Thunderstorm hits Grand Corruptor for 55 lightning damage.
Bee Bee receives 85 healing from Temporal Restoration Field.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Epidemic.
Bee Bee is afflicted by an epidemic!
Grand Corruptor receives 215 healing.
Burning from Bee Bee hits Grand Corruptor for 40 fire damage.
Lava floor burns Bee Bee!
Grand Corruptor hits Bee Bee for (22 flat reduction), 57 fire (57 total damage).
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Bee Bee casts Flame.
Bee Bee hits Grand Corruptor for 121 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Spray.
Bee Bee is afflicted by a decrepitude disease!
The diseases of Grand Corruptor spread!
Bee Bee is afflicted by a weakness disease!
Grand Corruptor receives 215 healing.
Grand Corruptor hits Bee Bee for (22 flat reduction), 270 blight (270 total damage).
Grand Corruptor deactivates Fearscape.
Talent Lightning is ready to use.
Talent Orb of Thaumaturgy is ready to use.
Talent Mirror Image is ready to use.
Epidemic from Grand Corruptor hits Bee Bee for (22 flat reduction), 69 blight (69 total damage).
Bee Bee receives 18 healing from Temporal Restoration Field.
Bee Bee the level 34 yeek archmage was plagued to death by Grand Corruptor on level 1 of Fearscape.
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You are brought back from the Fearscape!
The furious lightning storm around Bee Bee calms down and disappears.