Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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 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. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Wanderer |
Level / Exp | 28 / 81% |
Size | medium |
Lifes / Deaths | Killed by Hasteh at level 16 on the 24th Dusk 122nd year of Ascendancy at 00:32 0 / 6Killed by Shasshhiy'Kaish at level 17 on the 54th Dusk 122nd year of Ascendancy at 22:48 Killed by elven cultist at level 26 on the 69th Haze 122nd year of Ascendancy at 04:28 Killed by Isulewe the elven tempest at level 26 on the 69th Haze 122nd year of Ascendancy at 21:26 Killed by armoured skeleton warrior at level 28 on the 62nd Regrowth 123rd year of Ascendancy at 10:35 Killed by armoured skeleton warrior at level 28 on the 62nd Regrowth 123rd year of Ascendancy at 12:02 |
Primary Stats
Strength | 26 (base 23) |
Dexterity | 34 (base 12) |
Constitution | 19 (base 14) |
Magic | 12 (base 12) |
Willpower | 96 (base 60) |
Cunning | 71 (base 38) |
Resources
Life | 637/637 |
Hate | 53/100 |
Stamina | 408/408 |
Equilibrium | 10 |
Healing Factor | 1.3191723257555 |
Regeneration | 18.798205642016 |
Speed
Mental | +10% |
Attack | +10% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 54 |
Accuracy | 58 |
Crit Chance | 23% |
APR | 61 |
Speed | 0.91 |
Offense: Offhand
Damage | 48 |
Accuracy | 58 |
Crit Chance | 23% |
APR | 61 |
Speed | 0.91 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 38% |
Speed | 0.90909090909091 |
Offense: Damage Bonus
Acid | +7% |
Blight | +7% |
Physical | +17% |
Cold | +7% |
All | 0% |
Lightning | +7% |
Light | +10% |
Mind | +21% |
Darkness | +7% |
Fire | +30% |
Nature | +36% |
Offense: Damage Penetration
Acid | +24% |
Blight | +9% |
Physical | +19% |
Cold | +9% |
Lightning | +9% |
Darkness | +9% |
Mind | +10% |
Fire | +9% |
Nature | +9% |
Defense: Base
Armour (hardiness) | 29 (35.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 37 |
Mental Save | 45 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 4%( 70%) |
All | + 3%( 70%) |
Lightning | + 4%( 70%) |
Light | + 47%( 70%) |
Physical | + 9%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 47%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Confusion Resistance | 57% |
Blind Resistance | 8% |
Instadeath Resistance | 100% |
Knockback Resistance | 16% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -440 life. The duration and life will increase by 1% for every 1% life you have lost (currently 440 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 338 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 76.52 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Bloodthirst | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Demented / Friend of the worm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Master necromancer | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Gesture of Pain |
beneficial effect | Guarding against melee damage: Will dismiss up to 12 damage from the next 1.7 attack(s) with a 5% chance to counterattack. Guarded |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Hasteh. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 Possessed. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | Infernohue (0 def, 1 armour) Infernohue (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Cun +3 Con offense ------ Damage +3% fire Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +1 other ------- Infravision +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | Hurimadas the Sunpiety (19/19, 44-61 power, 14 apr) Hurimadas the Sunpiety (19/19, 44-61 power, 14 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Arcane Weapon Damage 43.5 - 60.9 Physical Uses 40% Wil, 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 On-ranged-hit +20 cold +20 mind +20 arcane On-crit, radius 2 +12 light Arrows are used with bows to pierce your foes to death. |
Light source | 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.(147 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 471.59 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | supercharged yew totem of healing [power 362] (18 cooldown) supercharged yew totem of healing [power 362] (18 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | sneakthief's stralite ring of life sneakthief's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +9 (+4 eff.) defense ------ Life +73.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
On fingers | savage's steel ring of the mind (+11%) savage's steel ring of the mind (+11%)0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Con offense ------ Damage +11% mind defense ------ Resistance +11% mind Spell save +10 (+4 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 351 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Core of the Forge (24-26 power, 40 apr, dreamforge damage) Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 100% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+5 eff.) Mindpower +16 (+4 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+4 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.6 Power cost 24 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 47.77 mind damage, 51.15 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.22 mind and 4.52 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. This item has been sent to the Item's Vault. |
Around waist | Neira's Memory Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 130, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | living mindstar 'Infernosin' (17-19 power, 40 apr, mind damage) living mindstar 'Infernosin' (17-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature Weapon Damage 17.0 - 18.7 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +12 fire While equipped: offense ------ Mind Crit +5% Mindpower +21 (+5 eff.) Damage +9% nature defense ------ Resistance +6% blight +12% fire +12% nature Physical save +7 (+4 eff.) Spell save +8 (+4 eff.) Mind save +9 (+3 eff.) Disease Resist +21% other ------- EQ when Hit +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour) murderer's cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +6 (+3 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) Physical save +7 (+4 eff.) Mind save +8 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the psychic (speed 699%; cd 9) movement infusion of the psychic (speed 699%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 699% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 159; 16 cd) regeneration infusion of the warrior (heal 159; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (534.00 temporal damage, removed from time 4 turns) Rune of the Rift (534.00 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 534.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 606% over 10 turns; mana 30; cd 14) manasurge rune (regen 606% over 10 turns; mana 30; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 606% for 10 turns (45 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 116; cd 12) shatter afflictions rune of the psychic (absorb 116; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
gold amulet of healing gold amulet of healing0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 290 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous steel amulet serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+3 eff.) Resist unseen 11% Amulets make your neck look great! |
starlit gold amulet of mastery (0.16 Cursed / Gestures) starlit gold amulet of mastery (0.16 Cursed / Gestures)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% light +11% darkness Blind Resist +25% other ------- Masteries +0.16 Cursed/Gestures Amulets make your neck look great! |
copper ring of light (+22%) copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
gold ring of pilfering gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) 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! |
psionicist's steel ring of lightning (+22%) psionicist's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring of tenacity wizard's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
Eldoral Last Resort Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+17 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
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. |
hardened leather belt 'Salevena' hardened leather belt 'Salevena'1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +7 Con offense ------ Physical Crit +3.0% Mindpower +3 (+1 eff.) Ignore resists +10% physical defense ------ Fatigue -6% Mind save +9 (+3 eff.) Anomaly Control +13 Life +61.00 other ------- Encumbrance +31 Max mana +42.00 Max stamina +40.00 Max hate +13.00 Max psi +28.00 Max vim +25.00 Max positive +25.00 Max negative +22.00 A belt that goes around your waist. |
hardened leather belt of burglary hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck defense ------ Stealth +7 other ------- Disarm Traps +10 Infravision +5 A belt that goes around your waist. |
linen cloak 'Sunpower' (6 def, 0 armour) linen cloak 'Sunpower' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +6 Str offense ------ Ignore resists +5% light defense ------ Defense +6 (+3 eff.) Resistance +3% mind Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of rough leather boots of disengagement (0 def, 1 armour) dreamer's pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +6 Cun defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Arylralaith the Bleakbloom (0 def, 4 armour) Arylralaith the Bleakbloom (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +3 Wil +1 Cun +2 Con offense ------ Physical Power +3 (+1 eff.) Damage +9% mind +9% darkness defense ------ Armor +4 Fatigue +4% Resistance +8% blight Mind save +8 (+2 eff.) other ------- Max psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (9 def, 0 armour) Crown of Burning Pain (9 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil offense ------ Damage +25% fire defense ------ Defense +9 (+4 eff.) Fatigue +4% Resistance +25% fire Meteor Rain: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 29.48 fire and 26.52 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+5 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+4 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% acid +20% fire Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training Str 28 [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con defense ------ Armor +20 Defense +8 (+4 eff.) Fatigue +12% Physical save +12 (+6 eff.) Spell save +12 (+5 eff.) Mind save +12 (+4 eff.) Silence Resist +20% Confus Resist +20% Pinning Resist +20% Stun Resist +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
3 agate 3 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. |
111 alchemist agate 111 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. |
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. |
4 aquamarine 4 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. |
7 lapis lazuli 7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 emerald 4 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. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+3 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
extending iron torque of clear mind [power 1] (25 cooldown) extending iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
innervating iron torque of mindblast [power 100] (15 cooldown) innervating iron torque of mindblast [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
7 amethyst 7 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. |
2 quartz 2 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. |
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. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hasteh the Cornac Wanderer level 28
63rd Regrowth 123rd year of Ascendancy at 14:38 see stats
By Hasteh the Cornac Wanderer level 14
10th Dusk 122nd year of Ascendancy at 15:46 see stats
By Hasteh the Cornac Wanderer level 23
64th Haze 122nd year of Ascendancy at 12:43 see stats
By Hasteh the Cornac Wanderer level 17
56th Dusk 122nd year of Ascendancy at 10:38 see stats
By Hasteh the Cornac Wanderer level 19
73rd Dusk 122nd year of Ascendancy at 19:41 see stats
By Hasteh the Cornac Wanderer level 20
77th Dusk 122nd year of Ascendancy at 01:36 see stats
By Hasteh the Cornac Wanderer level 10
10th Mirth 122nd year of Ascendancy at 12:05 see stats
By Hasteh the Cornac Wanderer level 20
75th Dusk 122nd year of Ascendancy at 14:41 see stats
By Hasteh the Cornac Wanderer level 26
70th Haze 122nd year of Ascendancy at 00:38 see stats
By Hasteh the Cornac Wanderer level 21
53rd Haze 122nd year of Ascendancy at 19:10 see stats
By Hasteh the Cornac Wanderer level 19
73rd Dusk 122nd year of Ascendancy at 07:15 see stats
By Hasteh the Cornac Wanderer level 9
7th Mirth 122nd year of Ascendancy at 07:03 see stats
By Hasteh the Cornac Wanderer level 20
77th Dusk 122nd year of Ascendancy at 04:17 see stats
By Hasteh the Cornac Wanderer level 20
44th Haze 122nd year of Ascendancy at 04:27 see stats
By Hasteh the Cornac Wanderer level 15
20th Dusk 122nd year of Ascendancy at 19:05 see stats
By Hasteh the Cornac Wanderer level 20
43rd Haze 122nd year of Ascendancy at 13:20 see stats
By Hasteh the Cornac Wanderer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 07:07 see stats
By Hasteh the Cornac Wanderer level 23
62nd Haze 122nd year of Ascendancy at 12:16 see stats
Log
Saving done.
Today is the 65th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Today is the 66th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 67th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 68th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 69th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the north (skeleton warrior)).
Saving done.
Hasteh uses Dissolve.
Skeleton warrior has been maligned!
Skeleton warrior is on fire!
Hasteh's mind surges with critical power!
Hasteh hits Skeleton warrior for 246 mind, 20 light, 22 mind, 12 fire, 19 fire, 20 light, 22 mind, 12 fire, 409 mind (781 total damage).
Hasteh killed Skeleton warrior!
You pickup 0.65 gold pieces.
Saving game...
Saving done.