Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 25 / 6% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 23.340449927278 (base 10) |
Constitution | 21.340449927278 (base 10) |
Magic | 28 (base 10) |
Willpower | 81.340449927278 (base 49) |
Cunning | 83 (base 55) |
Resources
Life | 485/485 |
Hate | 50/100 |
Healing Factor | 1.0474106515873 |
Regeneration | 3.4040846176587 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 14 |
See Invisible | 29.340449927278 |
Offense: Mainhand
Damage | 22 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 54 |
Crit Chance | 28% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Lightning | +15% |
Nature | +9% |
Darkness | +16% |
Blight | +10% |
Physical | +5% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Mind | +15% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 45 |
Mental Save | 42 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 21%( 70%) |
Physical | + 25%( 74%) |
Mind | + 3%( 70%) |
All | + 9%( 70%) |
Lightning | + 49%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 21%( 78%) |
Fire | + 20%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 10% |
Fear Resistance | 18% |
Knockback Resistance | 18% |
Instadeath Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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 effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Deflection |
talent | Call Shadows |
talent | Gesture of Pain |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 56 mind and 56 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 87 Mind damage, and deal 88 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 13. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. | 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 within11 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Glidamina the pair of rough leather boots (Madness) (0 def, 1 armour) Glidamina the pair of rough leather boots (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +2 Mag +2 Wil +3 Cun +2 Con ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Curse of Madness A pair of boots made of leather. |
Light source | alchemist's lamp 'Chargesnake' alchemist's lamp 'Chargesnake'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% lightning ----- def ----- Resists +12% acid +6% blight +12% lightning Max.HP +55.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Glorebrebeth the cashmere wizard hat (Nightmares) (2 def, 0 armour) Glorebrebeth the cashmere wizard hat (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Str +3 Mag +2 Wil dps ---------- Res.pen +5% mind ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +9% temporal +6% nature +9% acid Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Poraba' (Shrouds) (0 def, 2 armour) hardened leather gloves 'Poraba' (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +5 Wil +4 Cun dps ---------- Acc +13 (+6 eff.) ----- def ----- Armour +2 Crit.chn- 15.00% Spell.save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Salubeth the Flashbreaker [power 450] (15 cooldown) Salubeth the Flashbreaker [power 450] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Resists +18% lightning +9% fire Blast the opponent's mind dealing 518 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 25% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun ring 'Tempestdare' voratun ring 'Tempestdare'0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +5 Wil +7 Cun dps ---------- Mind.pwr +12 (+3 eff.) Dmg.mod +9% lightning +9% nature Res.pen +10% lightning ----- def ----- Resists +6% nature Spell.save +14 (+4 eff.) Blind- +34% ---------- misc Infravis +5 See.Stealth +14 See.Invis +21 Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around neck | wanderer's steel amulet wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | Seeds of the Black Tree (Shrouds) (17-19 power, 27 apr, darkness damage) Seeds of the Black Tree (Shrouds) (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness Curse of Shrouds This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Around waist | noble's hardened leather belt of unlife (Nightmares) noble's hardened leather belt of unlife (Nightmares)1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +28% Summoned ----- def ----- Resists +7% blight D.Red.from +24% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares A belt that goes around your waist. |
In off hand | Bloomsoul (Madness) (8-9 power, 13 apr, nature damage) Bloomsoul (Madness) (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Madness Bloom Heal: (Instant) Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 48 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. |
Cloak | Sootstreaker (Corpses) (22 def, 0 armour) Sootstreaker (Corpses) (22 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Dmg.mod +6% darkness Acc +15 (+7 eff.) ----- def ----- Defense +22 (+10 eff.) Resists +6% lightning +3% fire Die.at -20.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (Shrouds) (12 def, 8 armour) Robe of Force (Shrouds) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Shrouds Send out a range 5 beam of kinetic energy, dealing 58.62 to 73.27 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the sneak (speed 711%; cd 17) movement infusion of the sneak (speed 711%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of cunning (+3) copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
mindweaver's steel amulet mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% Amulets make your neck look great! |
stabilizing copper amulet of healing stabilizing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Heal.mod +11% Cut- +40% Pinning- +20% Knockbk- +21% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 473 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gladiator's steel ring of fire (+22%) gladiator's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +7 (+5 eff.) Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
gold ring of tenacity gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +28% Knockbk- +20% Rings make your fingers look great! |
mule's copper ring mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of power rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+5 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +26% Pinning- +20% Knockbk- +27% Rings make your fingers look great! |
Unerring Scalpel (Misfortune) (15-20 power, 25 apr) Unerring Scalpel (Misfortune) (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune 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. |
creative thorny mindstar of life (Misfortune) (8-9 power, 24 apr, nature damage) creative thorny mindstar of life (Misfortune) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Shadecrypt' (Madness) (2-3 power, 12 apr, mind damage) mossy mindstar 'Shadecrypt' (Madness) (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 3 mind 4 darkness Dmg.mod +3% mind +9% darkness Res.pen +15% darkness Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 30% ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Madness) (2-2 power, 12 apr, nature damage) mossy mindstar (Madness) (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (Misfortune) (4-4 power, 18 apr, nature damage) vined mindstar of balance (Misfortune) (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of disruption (Corpses) (5-6 power, 18 apr, nature damage) vined mindstar of disruption (Corpses) (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (Corpses) (20-28 power, 4 apr) Skullcleaver (Corpses) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Mighty Girdle (Nightmares) Mighty Girdle (Nightmares)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares 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. |
rough leather belt 'Flashrace' (Corpses) rough leather belt 'Flashrace' (Corpses)1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +5% lightning +25% acid ----- def ----- Resists +3% acid HP.reg +0.80 Heal.mod +11% Curse of Corpses A belt that goes around your waist. |
Yvorille the Arcnull (Shrouds) (7 def, 0 armour) Yvorille the Arcnull (Shrouds) (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Defense +7 (+3 eff.) Resists +9% lightning +6% temporal +6% darkness Phys.save +6 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightvagrant (Misfortune) (0 def, 0 armour) Brightvagrant (Misfortune) (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +5% light ----- def ----- Resists +16% acid +3% blight +9% nature +7% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rimepierce (Nightmares) (0 def, 1 armour) Rimepierce (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 cold On Hit (Melee): * 10% chance to slow global speed by 66% * 20 arcane resource burn ----- def ----- Armour +1 Spell.save +3 (+1 eff.) ---------- misc Stam/turn +0.30 Max.stam +11.00 Curse of Nightmares A pair of boots made of leather. |
hardened leather gloves 'Growthsun' (Nightmares) (0 def, 2 armour) hardened leather gloves 'Growthsun' (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Con +3 Mag dps ---------- Mind.crit +2% Dmg.mod +5% arcane Melee Ret 10 nature ----- def ----- Armour +2 ---------- misc Equi/ret +0.04 Psi/ret +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (Corpses) (0 def, 1 armour) umbral rough leather gloves (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (Nightmares) (0 def, 0 armour) Cloud Caller (Nightmares) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Nightmares Call Lightning: Level 2.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 87.26 to 261.79 lightning damage (174.53 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Demonglamour (Corpses) (1 def, 0 armour) Demonglamour (Corpses) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% arcane +3% darkness ----- def ----- Defense +1 (+0 eff.) Resists +19% nature +5% arcane +9% darkness Curse of Corpses A pointy cloth hat, very wizardly... |
Scaldnoon the linen wizard hat (Madness) (21 def, 0 armour) Scaldnoon the linen wizard hat (Madness) (21 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +25 (+14 eff.) ----- def ----- Defense +21 (+9 eff.) Resists +6% blight +3% fire Mind.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Curse of Madness A pointy cloth hat, very wizardly... |
rough leather cap 'Forestkiss' (Shrouds) (0 def, 1 armour) rough leather cap 'Forestkiss' (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 66% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Curse of Shrouds A cap made of leather. |
stabilizing hardened leather cap of the depths (Misfortune) (0 def, 3 armour) stabilizing hardened leather cap of the depths (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +12% cold Phys.save +14 (+7 eff.) ---------- misc Breathe water Curse of Misfortune A cap made of leather. |
enlightening hardened leather armour (Corpses) (9 def, 6 armour) enlightening hardened leather armour (Corpses) (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +12 (+4 eff.) Curse of Corpses A suit of armour made of leather. |
6 agate 6 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. |
252 alchemist agate 252 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. |
5 aquamarine 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. |
6 opal 6 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. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Salithra the iron pickaxe (dig speed 38 turns) Salithra the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Fatigue -5% Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(136 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Chargesin' brass lantern 'Chargesin'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% light Mind.save +3 (+1 eff.) Max.HP +43.00 Blind- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 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 Recall (1/1) 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 240/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +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. |
iron torque of psionic shield [power 23] (25 cooldown) iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing ash totem of stinging [power 176] (15 cooldown) cleansing ash totem of stinging [power 176] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 192 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 122] (15 cooldown) elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
elm wand of lightning storm 'Sunedge' [power 128] (15 cooldown) elm wand of lightning storm 'Sunedge' [power 128] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +3% fire ---------- misc Light +2 See.Invis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (147 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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. |
4 ametrine 4 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. |
3 citrine 3 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. |
9 zircon 9 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. |
Achievements
By Mr. Doomed the Cornac Doomed level 20
67th Haze 122nd year of Ascendancy at 12:11 see stats
By Mr. Doomed the Cornac Doomed level 15
30th Haze 122nd year of Ascendancy at 12:15 see stats
By Mr. Doomed the Cornac Doomed level 22
77th Haze 122nd year of Ascendancy at 15:47 see stats
By Mr. Doomed the Cornac Doomed level 19
65th Haze 122nd year of Ascendancy at 14:28 see stats
By Mr. Doomed the Cornac Doomed level 24
1st Wintertide 123rd year of Ascendancy at 10:38 see stats
By Mr. Doomed the Cornac Doomed level 10
6th Haze 122nd year of Ascendancy at 16:33 see stats
By Mr. Doomed the Cornac Doomed level 20
66th Haze 122nd year of Ascendancy at 16:19 see stats
By Mr. Doomed the Cornac Doomed level 24
6th Allure 123rd year of Ascendancy at 22:22 see stats
By Mr. Doomed the Cornac Doomed level 21
76th Haze 122nd year of Ascendancy at 12:44 see stats
By Mr. Doomed the Cornac Doomed level 16
42nd Haze 122nd year of Ascendancy at 00:59 see stats
By Mr. Doomed the Cornac Doomed level 8
5th Mirth 122nd year of Ascendancy at 18:47 see stats
By Mr. Doomed the Cornac Doomed level 16
42nd Haze 122nd year of Ascendancy at 09:07 see stats
Log
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Shadow casts Phase Door.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Shadow casts Phase Door.
Shadow casts Phase Door.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Mr. Doomed uses Reproach.
Rested for 21 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
You gain 2.75 gold from the transmogrification of regal linen cloak of the Shaloren (Shrouds) (1 def, 0 armour).
You gain 1.89 gold from the transmogrification of enveloping linen cloak of the Shaloren (Misfortune) (7 def, 0 armour).
You gain 4.70 gold from the transmogrification of heroism infusion of the psychic (die at -562; dur 6; cd 29).
There is a Hidden compound here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.