









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Steamtech UI 1.1.4 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Paradox Mage |
| Level / Exp | 35 / 80% |
| Size | small |
| Lifes / Deaths | Killed by Betobrewyn the skeleton warrior at level 19 on the 41st Dusk 122nd year of Ascendancy at 02:20 / 2Killed by The Way's temporal clone at level 35 on the 19th Regrowth 123rd year of Ascendancy at 12:27 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 29 (base 21) |
| Constitution | 11 (base 12) |
| Magic | 92 (base 60) |
| Willpower | 84 (base 60) |
| Cunning | 39 (base 11) |
Resources
| Life | -93/566 |
| Mana | 564/694 |
| Paradox | 603 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.25242905189614 |
Speed
| Mental | +6.1340430109761% |
| Attack | +6.1340430109761% |
| Movement | +13.000000000004% |
| Spell | +6.1340430109761% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 4 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Offhand
| Damage | 15 |
| Accuracy | 53 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 16% |
| Speed | 0.9422047550724 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 11% |
| Speed | 0.9422047550724 |
Offense: Damage Bonus
| Lightning | +32% |
| Physical | +24% |
| Darkness | +29% |
| Blight | +32% |
| Arcane | +35% |
| Cold | +32% |
| All | +17% |
Offense: Damage Penetration
| Lightning | +45% |
| Physical | +38% |
| Temporal | +45% |
| Blight | +50% |
| Arcane | +40% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 35 (51.69962066283%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 45 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 35%( 70%) |
| Physical | + 29%( 70%) |
| Fire | + 27%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Confusion Resistance | 100% |
| Silence Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Energy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Lisoribeth the fox. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanyyariana the storm drake hatchling. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed black mamba head. * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | Lightningfiend the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% darkness Changes resistances penetration: +10% lightning / +20% temporal Changes damage: +15% lightning Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | XeraweCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +10% arcane Changes damage: +3% blight Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+4 eff.) Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Glinthacker the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +3% light Changes resistances penetration: +10% blight Changes damage: +12% arcane Physical save: +6 (+3 eff.) Maximum mana: +20.00 Spellpower: +25 (+5 eff.) Light radius: +2 A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Aravea' (20 def, 12 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +3 Armour: +12 Defense: +20 (+4 eff.) Fatigue: +3% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Dex Stamina each turn: +2.00 When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Magmawreck the elm wand of shielding [power 122] (5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +12% fire Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+4 eff.) Spell crit. chance: +2% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite emerald ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Changes stats: +15 Cun / +12 Mag Changes resistances: +3% physical / +3% fire / +3% all Changes damage: +6% arcane Physical save: +3 (+1 eff.) Disease immunity: +20% Spellpower: +20 (+4 eff.) Rings make your fingers look great! |
| On fingers | gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +2 Str / +4 Dex / +16 Mag / +6 Wil / +4 Con Spell save: +14 (+4 eff.) Stun/Freeze immunity: +30% Spellpower: +9 (+2 eff.) See invisible: +6 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| Around neck | warrior's gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Blindness immunity: +18% Stamina each turn: +0.40 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
| In main hand | Shimmergrinder the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +10% lightning / +7% physical Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Glittersmasher the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +12% lightning / +12% temporal / +18% light Changes resistances penetration: +10% fire Damage against: +30% Summoned Reduced damage from: +45% Summoned Stealth bonus: +14 Light radius: +1 A belt that goes around your waist. |
| In off hand | Silyth the mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Damage (Melee): 6 physical Changes resistances: +6% physical Changes resistances penetration: +15% blight / +6% physical Changes damage: +12% blight / +7% physical Talent granted: +1 Attune Mindstar Spellpower: +10 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 | Rainstreak the cashmere cloak (22 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +16 Defense: +22 (+4 eff.) Changes damage: +15% cold Physical save: +8 (+4 eff.) Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Gunuvor' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +18% darkness / +11% all Changes resistances penetration: +5% arcane Changes damage: +12% darkness / +17% all Critical mult.: +5.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 224; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -576; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 7 turns. While Heroism is active, you will only die when reaching -576 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1246 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.ethereal rune of the sneak (power 22; resist 23%; move 50%; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 50% faster, and you are invisible (power 22). Its effects scale with your Cunning stat. It can be used to 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 104; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 104 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ShiverweeperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% cold / +7% physical Changes resistances penetration: +20% mind / +15% cold Critical mult.: +20.00% Stamina each turn: +0.40 Amulets make your neck look great! |
copper amulet 'Sootwinnow'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +9% mind Changes resistances penetration: +5% darkness Light radius: +1 Amulets make your neck look great! |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 297 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
protective steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes resistances cap: +3% all Physical save: +8 (+4 eff.) Amulets make your neck look great! |
steel amulet 'Brightfury'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% lightning / +3% temporal / +12% mind Changes damage: +3% light Cut immunity: +20% Disarm immunity: +20% Knockback immunity: +10% Healing mod.: +10% Amulets make your neck look great! |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
warrior's copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
PhlegmblurInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +15% nature / +20% cold Changes resistances penetration: +5% acid Changes damage: +6% acid / +10% cold Psi when hit: +0.04 Rings make your fingers look great! |
PoloyawynCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+7 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +9% lightning / +12% fire / +12% mind / +12% nature Physical save: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Salodanor the BogtorrentInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes resistances: +22% cold Changes damage: +11% cold Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Rings make your fingers look great! |
Silymina the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +12% blight / +6% cold Pinning immunity: +20% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Tidefiend the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag / +5 Wil Changes resistances: +24% nature / +5% arcane Changes resistances penetration: +25% blight / +10% cold Changes damage: +12% nature Vim when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Rings make your fingers look great! |
copper ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.10 Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
gold garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Con Changes damage: +6% all Spell save: +14 (+4 eff.) Maximum stamina: +22.00 Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
gold garnet ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+8 eff.) Changes stats: +5 Str / +6 Con Changes damage: +6% all Life regen: +11.00 Maximum life: +54.00 Spell crit. chance: +3% Mental crit. chance: +3% Healing mod.: +12% Rings make your fingers look great! |
gold garnet ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 13% chance to reduce all saves and defense by 28 Damage (Melee): 19 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 28 Damage (Ranged): 10 physical Changes stats: +2 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Mag Stun/Freeze immunity: +30% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
steel ametrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Mag / +5 Wil Changes damage: +2% all Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Mental crit. chance: +1% Rings make your fingers look great! |
steel ring 'Firequell'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +5 Dex / +3 Con Changes resistances penetration: +15% fire Critical mult.: +20.00% Spell save: +13 (+4 eff.) Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum stamina: +18.00 Rings make your fingers look great! |
stralite emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +3 Changes stats: +7 Cun / +6 Wil Changes resistances: +3% all Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
stralite emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +3 Changes stats: +5 Cun / +7 Dex Changes resistances: +3% all Rings make your fingers look great! |
Blazecrack the mossy mindstar (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Defense: +25 (+5 eff.) Changes resistances: +3% blight / +5% arcane Changes damage: +3% nature Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Physical save: +9 (+4 eff.) Disease immunity: +12% Maximum life: +60.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
XanedamiraRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Travel speed: +200% When wielded/worn: Physical power: +9 (+9 eff.) Changes stats: +11 Str / +8 Dex / +4 Mag / +9 Wil / +11 Cun / +8 Con Changes resistances penetration: +15% blight / +5% arcane Changes damage: +3% blight Critical mult.: +10.00% Maximum vim: +20.00 Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short yew starstaff of channeling (120% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +6.0% Physical power: +7 (+7 eff.) Changes damage: +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +24 (+5 eff.) Spell crit. chance: +6% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
VelolaithPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Fatigue: -6% Changes stats: +3 Str / +6 Mag Changes damage: +9% arcane Maximum encumbrance: +43 Mana each turn: +0.27 Maximum life: +72.00 Maximum mana: +96.00 Maximum stamina: +39.00 Maximum hate: +12.00 Maximum psi: +29.00 Maximum vim: +23.00 Maximum pos.energy: +26.00 Maximum neg.energy: +29.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
Beeruigrim the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +1 (+0 eff.) Changes stats: +4 Str / +1 Dex Critical mult.: +10.00% Maximum life: +36.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelfurnace (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +2 Cun / +2 Wil Reduces incoming crit damage: 10.00% Spell save: +10 (+3 eff.) Mental save: +9 (+4 eff.) Stun/Freeze immunity: +20% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightbreak (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce armor by 47% Damage when hit (Melee): 6 light Changes stats: +3 Str / +3 Con Changes resistances: +3% light Light radius: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Ametir' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 nature Changes stats: +8 Str / +2 Mag / +4 Wil / +4 Con Changes resistances: +8% nature Changes damage: +7% nature Light radius: +3 Infravision radius: +2 When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +9 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silibremina the dwarven-steel mail armour (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+13 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +22% Changes stats: +3 Str / +7 Mag / +10 Wil / +4 Cun / +6 Con Changes resistances: +10% lightning / -13% light / +6% blight / +8% fire / +6% acid / +8% darkness Changes damage: +9% blight Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +23 (+9 eff.) Spellpower: +14 (+3 eff.) Spell crit. chance: +5% Mindpower: +13 (+4 eff.) Mental crit. chance: +4% A suit of armour made of mail. |
Arcpain the iron shield (0 def, 14 armour, 97% power, 19.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +14 Fatigue: +8% Damage (Melee): 11 lightning Damage when hit (Melee): 2 lightning Changes resistances: +3% lightning / +3% fire Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
622 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Chayabers the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+13 eff.) Defense: +20 (+4 eff.) Changes stats: +4 Str Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Maximum stamina: +20.00 Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
StarradianceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil / +9 Con Changes resistances: +7% blight Changes damage: +12% light / +6% fire Life regen: +3.00 Light radius: +3 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Brighttorrent [power 2] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +20 (+8 eff.) Armour: +10 Changes stats: +3 Con Changes resistances: +6% light Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By The Way the Yeek Paradox Mage level 24
57th Dusk 122nd year of Ascendancy at 05:53 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Way the Yeek Paradox Mage level 13
17th Dusk 122nd year of Ascendancy at 08:57 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By The Way the Yeek Paradox Mage level 25
59th Dusk 122nd year of Ascendancy at 07:24 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By The Way the Yeek Paradox Mage level 10
6th Dusk 122nd year of Ascendancy at 13:31 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By The Way the Yeek Paradox Mage level 20
41st Dusk 122nd year of Ascendancy at 04:31 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By The Way the Yeek Paradox Mage level 30
69th Dusk 122nd year of Ascendancy at 12:58 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By The Way the Yeek Paradox Mage level 34
32nd Haze 122nd year of Ascendancy at 06:27 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By The Way the Yeek Paradox Mage level 27
64th Dusk 122nd year of Ascendancy at 03:20 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By The Way the Yeek Paradox Mage level 12
9th Dusk 122nd year of Ascendancy at 11:21 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By The Way the Yeek Paradox Mage level 20
42nd Dusk 122nd year of Ascendancy at 18:41 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By The Way the Yeek Paradox Mage level 35
18th Regrowth 123rd year of Ascendancy at 05:36 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By The Way the Yeek Paradox Mage level 27
65th Dusk 122nd year of Ascendancy at 03:50 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Way the Yeek Paradox Mage level 18
36th Dusk 122nd year of Ascendancy at 15:01 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By The Way the Yeek Paradox Mage level 19
41st Dusk 122nd year of Ascendancy at 02:20 see stats
Log
Something hits The Way for 7 braided , (2 converted) (7 total damage).
Attenuate from The Way hits Gloralelle the storm drake hatchling for (48 to psi shield), 72 temporal (72 total damage).
Something damages The Way through the Braid!
The Way converts damage to paradox!
Something hits The Way for 34 braided , (10 converted) (34 total damage).
--------------------------------
Talent Webs of Fate is ready to use.
Talent Spatial Tether is ready to use.
Webs of Fate hits Gloralelle the storm drake hatchling for 2 cold, 2 cold, 2 cold (6 total damage).
Something damages The Way through the Braid!
The Way converts damage to paradox!
Something hits The Way for 1 braided , (0 converted), 1 braided , (0 converted), 1 braided , (0 converted) (3 total damage).
Something damages The Way through the Braid!
The Way converts damage to paradox!
Something hits The Way for 7 braided , (2 converted) (7 total damage).
--------------------------------
Something damages The Way through the Braid!
The Way converts damage to paradox!
Something hits The Way for 34 braided , (10 converted) (34 total damage).
The Way stops spinning fate.
The Way stops weaving fate.
Talent Seal Fate is ready to use.
--------------------------------
The Way uses Infusion: Regeneration.
The Way starts regenerating health quickly.
The Way is recovering from the damage!
Something damages The Way through the Braid!
The Way converts damage to paradox!
Something hits The Way for 69 braided , (21 converted), 566 braided , (170 converted) (635 total damage).
The Way the level 35 yeek paradox mage was battered to death by a The Way's temporal clone on level 1 of Dreadfell.









































































































