














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 50 / 4371% |
Size | medium |
Lifes / Deaths | Killed by Mayyriatha the elven warrior at level 28 on the 2nd Steel 123rd year of Ascendancy at 13:11 4 / 3Killed by Xerugawe the corrupted mastocytic feeder at level 30 on the 15th Steel 123rd year of Ascendancy at 10:06 Killed by Aremina the corrupted dendritic hemospinner at level 30 on the 15th Steel 123rd year of Ascendancy at 13:07 |
Antimagic | Follower |
Primary Stats
Strength | 59 (base 10) |
Dexterity | 88 (base 38) |
Constitution | 95 (base 52) |
Magic | 40 (base 14) |
Willpower | 165.17831832123 (base 57) |
Cunning | 152.42796397095 (base 62) |
Resources
Life | 2088/2088 |
Equilibrium | 76 |
Psi | 245/245 |
Healing Factor | 1.9212106582885 |
Regeneration | 128.79230079623 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +60.64892493468% |
Spell | 0% |
Global | +128% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 73.038925846953 |
See Invisible | 73.038925846953 |
Offense: Mainhand
Damage | 201 |
Accuracy | 91 |
Crit Chance | 83% |
APR | 107 |
Speed | 1.00 |
Offense: Offhand
Damage | 196 |
Accuracy | 91 |
Crit Chance | 83% |
APR | 107 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17.5 |
Crit Chance | 60% |
Speed | 1 |
Offense: Mind
Mindpower | 88 |
Crit Chance | 87% |
Speed | 1 |
Offense: Damage Bonus
Blight | +31% |
Arcane | +16% |
All | +7% |
Lightning | +37% |
Light | +25% |
Temporal | +22% |
Darkness | +10% |
Fire | +26% |
Nature | +84% |
Offense: Damage Penetration
Blight | +15% |
Arcane | +25% |
Mind | +25% |
All | 0% |
Lightning | +35% |
Light | +10% |
Cold | +20% |
Fire | +18% |
Nature | +76% |
Defense: Base
Armour (hardiness) | 20 (54.823135475018%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 92 |
Mental Save | 100 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 66%( 70%) |
Cold | + 50%( 70%) |
All | + 42%( 70%) |
Lightning | + 70%( 70%) |
Light | + 45%( 70%) |
Physical | + 49%( 70%) |
Mind | + 59%( 70%) |
Darkness | + 56%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Confusion Resistance | 33% |
Poison Resistance | 100% |
Blind Resistance | 77% |
Bleed Resistance | 77% |
Teleport Resistance | 41% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 381 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1157% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1000 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-gift / Moss | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Eyal's fury | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Ooze | 1.70 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.70 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.67 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Skate |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | You gain 84% resistance against fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Gloryma the cold drake hatchling. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4170. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +8 Dex +5 Mag +3 Wil +4 Cun +5 Con +12 Lck dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Phasing +30% Apr +11 On Hit (Melee): * 20% chance to reduce damage dealt by 36% ----- def ----- Armour +5 Phys.save +25 (+5 eff.) Mind.save +15 (+2 eff.) Stealth +14 ---------- misc Mana/s.crit +2.06 Max.mana +40.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 20% Wil, 60% Dex, 50% Str Dmg Mind Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Dmg.mod +3% arcane Res.pen +10% arcane +15% nature Melee Ret 12 acid On Hit (Melee): * 27% chance to reduce armor by 20% ----- def ----- Resists +15% blight +7% arcane +3% acid Max.HP +80.00 HP.reg +13.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +17 Wil dps ---------- Crit.mult +10.00% Phys.pwr +11 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +13% physical +13% blight +13% fire +15% cold +15% lightning Phys.save +26 (+5 eff.) Mind.save +10 (+1 eff.) Teleport- +21% A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 218.08 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% blight +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight Setup a psionic shield, reducing all damage taken by 215 for 5 turns Puts all charms on 24 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 59. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +18% Dmg.mod +3% blight Res.pen +15% mind +20% cold Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 46 ----- def ----- Defense +11 (+3 eff.) Resists +6% blight Max.HP +59.00 HP.reg +17.00 Heal.mod +20% Stun/Frz- +44% Blinding Speed: Puts all charms on 34 cooldown Level 4.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Resists +15% nature +6% blight Mind.save +6 (+1 eff.) HP.reg +11.00 Heal.mod +20% Stun/Frz- +61% Teleport- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Mind.pwr +14 (+3 eff.) S.pwr/crit +6 Res.pen +15% arcane Phasing +20% ----- def ----- Mind.save +15 (+2 eff.) Confus- +23% ---------- misc Masteries +0.40 Wild-gift/Fungus +0.37 Wild-gift/Mindstar mastery +0.40 Wild-gift/Ooze Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 117% Range: 1.1x Uses 101% Wil, 61% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +7 Dex +7 Mag +12 Wil +14 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) All.spd +8% Melee+ 18 lightning 19 fire Dmg.mod +15% lightning +19% fire +6% arcane +8% nature Res.pen +20% lightning +18% fire +15% blight ----- def ----- Resists +16% lightning +17% fire +6% darkness +9% blight Spell.save +9 (+2 eff.) Disease- +24% ---------- misc 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. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +12 Dex +8 Wil +14 Cun +8 Lck dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +8% Dmg.mod +12% blight Phasing +30% Melee Ret 2 mind ----- def ----- Phys.save +13 (+2 eff.) Spell.save +14 (+3 eff.) Mind.save +13 (+2 eff.) Stealth +10 ---------- misc T.Disarm +7 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 101% Wil, 61% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +5 Mag +8 Wil +34 Cun +6 Con dps ---------- Mind.crit +5% Crit.mult +37.00% Mind.pwr +20 (+4 eff.) Melee+ 17 lightning Dmg.mod +15% lightning Res.pen +15% lightning ----- def ----- Resists +18% lightning Phys.save +19 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) ---------- misc Stam/turn +3.00 Equi/ret +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 | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Str +5 Dex +5 Con dps ---------- Phys.crit +5.0% Crit.mult +21.00% Phys.pwr +4 (+1 eff.) Dmg.mod +18% light Res.pen +10% mind +10% light Acc +12 (+3 eff.) Apr +11 ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +12% mind Spell.save +13 (+2 eff.) Stealth +15 ---------- misc Stam/turn +1.50 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +7 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% darkness +44% nature Acc +20 (+5 eff.) Melee Ret 6 light ----- def ----- Resists +18% darkness +36% nature +6% light +18% mind +15% all Phys.save +18 (+3 eff.) Spell.save +17 (+3 eff.) Mind.save +39 (+6 eff.) Poison- +50% Disease- +49% ---------- misc Stam/turn +1.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 989.07 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. This item has been sent to the Item's Vault. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Cun +7 Con +13 Lck dps ---------- Mov.spd +10% Dmg.mod +3% light Acc +14 (+4 eff.) Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Armour +5 Defense +25 (+7 eff.) Fatigue -7% Resists +6% light +3% nature Res.Cap +6% all Phys.save +13 (+2 eff.) Unseen.red 14% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% mind ----- def ----- Resists +25% lightning +6% fire Phys.save +24 (+5 eff.) Spell.save +22 (+4 eff.) Mind.save +40 (+6 eff.) Stun/Frz- +42% ---------- misc Equi/ret +0.08 Masteries +0.40 Wild-gift/Oozing blades +0.40 Wild-gift/Mucus Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +45 Con ----- def ----- Resists +10% blight +10% cold +25% nature +10% darkness Crit.chn- 23.00% Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+5 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (118). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +18 Lck dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +17 (+5 eff.) Unseen.red 16% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% temporal Pinning- +26% Knockbk- +29% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 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. This item has been sent to the Item's Vault. |
![]() 0.1 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. This item has been sent to the Item's Vault. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun dps ---------- Dmg.mod +13% mind +6% blight Res.pen +5% blight ----- def ----- Resists +13% mind +6% blight Mind.save +7 (+1 eff.) Max.HP +62.00 HP.reg +9.00 Heal.mod +13% Confus- +20% ---------- misc Psi/ret +0.08 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? This item has been sent to the Item's Vault. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 193.75 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 30 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 75% While equipped: Stats +10 Cun dps ---------- Mind.crit +7% Crit.mult +31.00% Mind.pwr +10 (+2 eff.) Melee+ 20 physical Dmg.mod +17% physical Res.pen +20% physical ----- def ----- Resists +15% blight +18% physical +7% all ---------- misc Psi/ret +0.08 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +5% Crit.mult +5.00% Mind.pwr +10 (+2 eff.) Dmg.mod +19% nature +10% physical +8% mind +12% arcane Res.pen +6% mind +8% physical ----- def ----- Resists +10% physical +6% light +9% blight +10% mind +6% nature Dmg.Resnn +12% Heal.mod +20% Disease- +25% ---------- misc Psi/ret +2.00 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. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+2 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. This item has been sent to the Item's Vault. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Res.pen +5% cold ----- def ----- Fatigue -9% Resists +6% blight Phys.save +3 (+0 eff.) Anom.red +17 Max.HP +129.00 Disease- +10% Disarm- +20% Confus- +10% ---------- misc Max.enc +60 Max.mana +80.00 Max.stam +65.00 Max.hate +18.00 Max.psi +36.00 Max.vim +36.00 Max.P.En +32.00 Max.N.En +34.00 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 102 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +7% Phys.pwr +10 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +11 Defense +61 (+14 eff.) Resists +2% physical Phys.save +37 (+7 eff.) Spell.save +20 (+4 eff.) Mind.save +20 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Str +2 Dex +17 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +18 (+4 eff.) S.pwr/crit +6 Dmg.mod +30% acid +26% light Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 46 ----- def ----- Armour +7 Defense +8 (+2 eff.) Resists +51% acid +15% darkness +14% light +15% all Max.HP +62.00 Silence- +38% ---------- misc Light +4 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% fire +10% cold +10% arcane +13% all Spell.save +20 (+4 eff.) Mind.save +15 (+2 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Spell.crit +10% Mind.crit +5% Crit.mult +5.00% Spell.pwr +19 (+4 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +30% physical +57% darkness +50% light Res.pen +19% darkness +20% physical Phasing +30% ----- def ----- Resists +45% light +15% all ---------- misc Vim/s.crit +2.00 Max.mana +20.00 Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Spell.pwr +25 (+5 eff.) Res.pen +5% blight Apr +7 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Phys.save +13 (+2 eff.) Spell.save +13 (+2 eff.) Mind.save +15 (+2 eff.) HP.reg +9.00 Heal.mod +16% ---------- misc Mana/turn +0.08 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Con dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +5 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind Res.pen +10% blight Acc +22 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +13% darkness Phys.save +37 (+7 eff.) Spell.save +10 (+2 eff.) Mind.save +20 (+3 eff.) Disarm- +83% ---------- misc Max.psi +40.00 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 3.5 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +7 Str +6 Wil dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +21% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 46 ----- def ----- Armour +5 Fatigue +5% Resists +13% physical +12% nature +22% mind Phys.save +13 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +30 (+5 eff.) Max.HP +77.00 Heal.mod +19% Confus- +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+2 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +13% cold Mind.save +8 (+1 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +30% nature Res.pen +25% acid Melee Ret 6 nature ----- def ----- Resists +9% nature ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.15 cold damage and 12.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) ----- def ----- Resists +15% blight +15% darkness Blind- +50% Confus- +26% ---------- misc Light +11 Infravis +4 See.Stealth +24 See.Invis +31 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 53 blight damage or heals 61 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.5 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 271/400 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. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +15% blight +18% darkness Phasing +30% Melee Ret 10 darkness ----- def ----- Resists +9% darkness Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 247 for 5 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 75% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Jirannosa the Dwarf Oozemancer level 50
11st Iron 124th year of Ascendancy at 07:39 see stats
By Jirannosa the Dwarf Oozemancer level 47
31st Profit 123rd year of Ascendancy at 12:47 see stats
By Jirannosa the Dwarf Oozemancer level 50
14th Stralite 124th year of Ascendancy at 01:30 see stats
By Jirannosa the Dwarf Oozemancer level 47
29th Profit 123rd year of Ascendancy at 19:40 see stats
By Jirannosa the Dwarf Oozemancer level 15
37th Dearth 122nd year of Ascendancy at 03:02 see stats
By Jirannosa the Dwarf Oozemancer level 50
8th Wealth 123rd year of Ascendancy at 00:02 see stats
By Jirannosa the Dwarf Oozemancer level 50
14th Voratun 124th year of Ascendancy at 22:18 see stats
By Jirannosa the Dwarf Oozemancer level 50
30th Shortage 123rd year of Ascendancy at 12:39 see stats
By Jirannosa the Dwarf Oozemancer level 50
12nd Iron 124th year of Ascendancy at 05:32 see stats
By Jirannosa the Dwarf Oozemancer level 50
5th Wealth 123rd year of Ascendancy at 05:03 see stats
By Jirannosa the Dwarf Oozemancer level 30
10th Steel 123rd year of Ascendancy at 12:17 see stats
By Jirannosa the Dwarf Oozemancer level 37
24th Stralite 123rd year of Ascendancy at 19:21 see stats
By Jirannosa the Dwarf Oozemancer level 21
22nd Loss 122nd year of Ascendancy at 15:18 see stats
By Jirannosa the Dwarf Oozemancer level 50
19th Wealth 123rd year of Ascendancy at 13:21 see stats
By Jirannosa the Dwarf Oozemancer level 49
37th Profit 123rd year of Ascendancy at 02:03 see stats
By Jirannosa the Dwarf Oozemancer level 50
14th Iron 124th year of Ascendancy at 02:28 see stats
By Jirannosa the Dwarf Oozemancer level 32
35th Steel 123rd year of Ascendancy at 15:10 see stats
By Jirannosa the Dwarf Oozemancer level 34
27th Gold 123rd year of Ascendancy at 11:17 see stats
By Jirannosa the Dwarf Oozemancer level 50
12nd Voratun 124th year of Ascendancy at 13:37 see stats
By Jirannosa the Dwarf Oozemancer level 22
30th Shortage 122nd year of Ascendancy at 15:03 see stats
By Jirannosa the Dwarf Oozemancer level 32
38th Steel 123rd year of Ascendancy at 20:04 see stats
By Jirannosa the Dwarf Oozemancer level 50
7th Wealth 123rd year of Ascendancy at 04:05 see stats
By Jirannosa the Dwarf Oozemancer level 50
7th Voratun 124th year of Ascendancy at 20:26 see stats
By Jirannosa the Dwarf Oozemancer level 50
19th Wealth 123rd year of Ascendancy at 03:32 see stats
By Jirannosa the Dwarf Oozemancer level 50
11st Dearth 123rd year of Ascendancy at 05:53 see stats
By Jirannosa the Dwarf Oozemancer level 36
8th Stralite 123rd year of Ascendancy at 09:14 see stats
By Jirannosa the Dwarf Oozemancer level 50
14th Voratun 124th year of Ascendancy at 22:51 see stats
By Jirannosa the Dwarf Oozemancer level 10
10th Wealth 122nd year of Ascendancy at 15:37 see stats
By Jirannosa the Dwarf Oozemancer level 20
17th Loss 122nd year of Ascendancy at 04:36 see stats
By Jirannosa the Dwarf Oozemancer level 30
9th Steel 123rd year of Ascendancy at 16:40 see stats
By Jirannosa the Dwarf Oozemancer level 40
16th Voratun 123rd year of Ascendancy at 09:08 see stats
By Jirannosa the Dwarf Oozemancer level 50
38th Profit 123rd year of Ascendancy at 04:46 see stats
By Jirannosa the Dwarf Oozemancer level 39
11st Voratun 123rd year of Ascendancy at 22:26 see stats
By Jirannosa the Dwarf Oozemancer level 50
14th Stralite 124th year of Ascendancy at 19:35 see stats
By Jirannosa the Dwarf Oozemancer level 22
17th Shortage 122nd year of Ascendancy at 00:33 see stats
By Jirannosa the Dwarf Oozemancer level 50
32nd Steel 124th year of Ascendancy at 07:06 see stats
By Jirannosa the Dwarf Oozemancer level 29
4th Steel 123rd year of Ascendancy at 14:37 see stats
By Jirannosa the Dwarf Oozemancer level 50
23rd Gold 124th year of Ascendancy at 11:55 see stats
By Jirannosa the Dwarf Oozemancer level 25
13rd Iron 123rd year of Ascendancy at 10:32 see stats
By Jirannosa the Dwarf Oozemancer level 49
37th Profit 123rd year of Ascendancy at 04:14 see stats
By Jirannosa the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 02:59 see stats
By Jirannosa the Dwarf Oozemancer level 50
12nd Voratun 124th year of Ascendancy at 13:36 see stats
By Jirannosa the Dwarf Oozemancer level 8
8th Wealth 122nd year of Ascendancy at 01:57 see stats
By Jirannosa the Dwarf Oozemancer level 50
20th Steel 124th year of Ascendancy at 08:12 see stats
By Jirannosa the Dwarf Oozemancer level 50
12nd Voratun 124th year of Ascendancy at 13:37 see stats
By Jirannosa the Dwarf Oozemancer level 50
11st Loss 123rd year of Ascendancy at 23:11 see stats
By Jirannosa the Dwarf Oozemancer level 30
10th Steel 123rd year of Ascendancy at 18:04 see stats
By Jirannosa the Dwarf Oozemancer level 22
3rd Shortage 122nd year of Ascendancy at 06:53 see stats
By Jirannosa the Dwarf Oozemancer level 16
1st Loss 122nd year of Ascendancy at 06:45 see stats
By Jirannosa the Dwarf Oozemancer level 46
29th Profit 123rd year of Ascendancy at 00:15 see stats
By Jirannosa the Dwarf Oozemancer level 50
11st Iron 124th year of Ascendancy at 07:42 see stats
Log
Ran for 3 turns (stop reason: dialog is displayed).
You gain 2.05 gold from the transmogrification of pouch of stralite shots of annihilation (19/19, 162% power, 10 apr).
You gain 2.95 gold from the transmogrification of barbed quiver of dragonbone arrows of grasping (22/22, 178% power, 18 apr).
You gain 2.10 gold from the transmogrification of warded voratun shield (0 def, 10 armour, 202 block).
You gain 7.57 gold from the transmogrification of swashbuckler's voratun shield of fire resistance (+23%) (0 def, 10 armour, 208 block).
You gain 5.23 gold from the transmogrification of searing drakeskin leather armour of fire resistance (20 def, 8 armour).
You gain 12.71 gold from the transmogrification of prismatic drakeskin leather armour of the wind (34 def, 8 armour).
You gain 6.96 gold from the transmogrification of voratun mail armour of Eyal (5 def, 10 armour).
You gain 18.34 gold from the transmogrification of rejuvenating voratun mail armour of fire resistance (5 def, 10 armour).
You gain 3.10 gold from the transmogrification of prismatic stralite mail armour of acid resistance (4 def, 8 armour).
You gain 7.71 gold from the transmogrification of fearforged voratun mail armour (5 def, 10 armour).
You gain 4.82 gold from the transmogrification of heroic voratun gauntlets (0 def, 8 armour).
You gain 5.70 gold from the transmogrification of blood-soaked pair of voratun boots of rushing (0 def, 5 armour).
You gain 7.66 gold from the transmogrification of mindwoven elven-silk robe of alchemy (0 def, 0 armour).
You gain 8.75 gold from the transmogrification of truestriking voratun waraxe of evisceration (150% power, 6 apr).
You gain 7.03 gold from the transmogrification of chilling voratun waraxe of evisceration (148% power, 6 apr).
You gain 14.34 gold from the transmogrification of Drirastir the Phlegmsmasher (111% power, 3 apr, cold element).
You gain 4.90 gold from the transmogrification of swiftstrike reinforced leather sling of cold.
You gain 8.30 gold from the transmogrification of caustic voratun mace (157% power, 6 apr).
You gain 3.75 gold from the transmogrification of voratun longsword of corruption (154% power, 6 apr).
You gain 6.74 gold from the transmogrification of balanced dwarven-steel greatsword of corruption (145% power, 2 apr).
You gain 6.01 gold from the transmogrification of truestriking voratun dagger of amnesia (147% power, 9 apr).
You gain 18.11 gold from the transmogrification of stralite dagger 'Zanythad' (138% power, 13 apr).
You gain 1.53 gold from the transmogrification of movement infusion (speed 615%; cd 10).
There is a Backdoor to the Vor Armoury 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.