












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Oozemancer |
| Level / Exp | 50 / 604% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 16) |
| Dexterity | 64 (base 34) |
| Constitution | 115 (base 60) |
| Magic | 14 (base 8) |
| Willpower | 123.03512034388 (base 65) |
| Cunning | 96.578954359404 (base 60) |
Resources
| Life | 1743/1743 |
| Steam | 100/100 |
| Equilibrium | 76 |
| Psi | 243/243 |
| Healing Factor | 1.7550284105511 |
| Regeneration | 45.405336644984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.64892493468% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 15 |
| Infravision | 11 |
| See Stealth | 137.35772812533 |
| See Invisible | 127.35772812533 |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 73 |
| Crit Chance | 48% |
| APR | 75 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 139 |
| Accuracy | 73 |
| Crit Chance | 49% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 107 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +60% |
| Mind | +51% |
| Light | +42% |
| All | +10% |
Offense: Damage Penetration
| Acid | +45% |
| All | +20% |
| Physical | +30% |
| Mind | +40% |
| Nature | +96% |
Defense: Base
| Armour (hardiness) | 22 (48.304188961773%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 56 |
| Mental Save | 71 |
Defense: Resistances
| Nature | + 70%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 45%( 70%) |
| Cold | + 42%( 70%) |
| Darkness | + 42%( 70%) |
| Arcane | + 61%( 70%) |
| Mind | + 58%( 70%) |
| All | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 13% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 845 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical 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 Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse 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 10 turns. While Heroism is active, you will only die when reaching -1036 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1036 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 1028% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Moss | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Skin |
| talent | Skate |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
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 |
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 gave the Orb of Many Ways to Tannen to study while you 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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xybeth the large white snake. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by *this was a triumph*. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Ce'Nalaith the orc warrior. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Adesewen the skeleton magus. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 27. | 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 |
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 bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. 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 vampire lord fang. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Gubrekira the pair of drakeskin leather boots (10 def, 5 armour) =crit mult, mind, etc=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +5 Defense: +10 (+2 eff.) Changes stats: +5 Con / +6 Wil Changes resistances penetration: +10% physical Critical mult.: +20.00% Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.08 Psi when hit: +0.16 Maximum hate: +4.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +4% Mindpower: +29 (+4 eff.) It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Vilehunger Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 10 nature Changes damage: +21% mind / +20% light Mental save: +18 (+4 eff.) Blindness immunity: +46% Confusion immunity: +30% Knockback immunity: +20% Only die when reaching: -80.00 life Light radius: +16 See stealth: +35 See invisible: +25 Healing mod.: +20% It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour) =respen, blind=Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +11 Sight radius: +3 See stealth: +40 See invisible: +40 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and 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. This item has been sent to the Item's Vault. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) =mult, etc=Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Camederand the dwarven-steel pickaxe (dig speed 15 turns) =mult, life, confusion=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% light Critical mult.: +20.00% Poison immunity: +20% Disease immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Maximum life: +126.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun pearl ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +5 Defense: +16 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 37% Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +5% all Critical mult.: +15.00% Physical save: +20 (+5 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Mental crit. chance: +2% Rings make your fingers look great! |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 4.2 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +60% Amulets make your neck look great! |
| In main hand | Nexus of the Way (22-24 power, 75 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 112% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +75 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 126 damage When wielded/worn: Changes stats: +6 Cun / +11 Wil Changes resistances: -5% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Critical mult.: +15.00% Mental save: -20 (-5 eff.) Confusion immunity: +30% Mindpower: +33 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 44 power out of 60/60) : Effective talent level: 2.5 Power cost: 44 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 94 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This item has been sent to the Item's Vault. |
| Around waist | Glarestoker the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +20 (+5 eff.) Defense: +30 (+6 eff.) Changes stats: +6 Str / +5 Dex / +2 Cun / +14 Con Changes resistances: +9% light Changes damage: +12% light Critical mult.: +15.00% Stealth bonus: +11 Physical save: +15 (+3 eff.) Mental save: +13 (+3 eff.) Mindpower: +20 (+3 eff.) Size category: +1 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Amethyst of Sanctuary (15-16 power, 49 apr, mind damage) =bank=Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 116 damage When wielded/worn: Changes stats: +15 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Critical mult.: +12.00% Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +26 (+4 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. This item has been sent to the Item's Vault. |
| Cloak | Velakira the Willowire (2 def, 0 armour) =damage, respen=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Changes resistances: +30% lightning Changes resistances penetration: +25% acid / +25% nature Changes damage: +30% nature Physical save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (12 def, 0 armour) Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the psychic (die at -1090; dur 8; cd 30)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: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1090 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1090 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Boridil =con, dex, regen=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +4 Dex / +3 Cun / +8 Con Changes resistances: +6% fire / +15% temporal Pinning immunity: +22% Knockback immunity: +24% Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Fanged Collar =safe=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Gloruwen the steel amulet =imms=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.16 Wild-gift / Mucus Spell save: +3 (+1 eff.) Blindness immunity: +14% Confusion immunity: +20% Stun/Freeze immunity: +27% Infravision radius: +4 Sight radius: +2 See invisible: +7 Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Tulydir =dex, con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Fatigue: -7% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +12 Dex / +8 Cun / +8 Con Changes resistances: +6% physical Changes damage: +9% arcane Life regen: +3.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
restful voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage (Melee): 15 light / 9 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 41% * 15% chance to blind Changes damage: +12% light / +9% darkness Life regen: +3.00 Amulets make your neck look great! |
starlit voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Changes resistances: +22% light / +22% darkness Critical mult.: +13.00% Blindness immunity: +39% Amulets make your neck look great! |
vitalizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Cut immunity: +60% Life regen: +4.00 Maximum life: +45.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 718 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Furnaceshaper' =resists, respen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 37% Changes resistances: +6% fire / +6% cold / +24% light / +15% darkness Changes resistances penetration: +25% acid / +25% fire Changes damage: +21% fire Blindness immunity: +50% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 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. |
Bethasessra the Blazevagrant =resists, damage=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +32% acid / +15% fire / +12% cold Changes resistances penetration: +25% lightning Changes damage: +31% acid Rings make your fingers look great! |
Brightmaster =stun, regen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 light Changes stats: +4 Str / +2 Mag Changes resistances: +3% physical / +15% light / +6% darkness Stun/Freeze immunity: +26% Life regen: +5.00 Rings make your fingers look great! |
CracklesparCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +9 Dex Changes resistances: +15% light / +18% fire Changes resistances penetration: +15% lightning Physical save: +9 (+2 eff.) Poison immunity: +20% Cut immunity: +20% Rings make your fingers look great! |
Daimerand =con, dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +20 (+4 eff.) Changes stats: +4 Str / +6 Dex / +6 Con Rings make your fingers look great! |
Velemivena the steel ring =confusion=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +15% mind Mental save: +7 (+1 eff.) Confusion immunity: +27% Psi when hit: +0.04 Mindpower: +5 (+0 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
gold quartz ring =stun, mindpower, etc=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +10% nature / +11% blight Changes resistances penetration: +25% blight Changes damage: +6% all Poison immunity: +16% Disease immunity: +19% Stun/Freeze immunity: +30% Psi when hit: +0.12 Maximum hate: +4.00 Spellpower: +11 (+4 eff.) Mindpower: +36 (+6 eff.) Rings make your fingers look great! |
marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +12 Defense: +15 (+3 eff.) Changes stats: +6 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's voratun ring of perseverance =stun, regen=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +7.00 Rings make your fingers look great! |
titan's steel ring of frost (+24%) =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +8 (+2 eff.) Rings make your fingers look great! |
treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 52 Damage (Melee): 33 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 52 Damage (Ranged): 22 physical Changes stats: +6 Cun Changes resistances: +11% nature / +11% blight Poison immunity: +30% Disease immunity: +15% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
voratun pearl ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Damage (Melee): 40 light Damage (Ranged): 32 light Changes stats: +7 Dex / +7 Mag / +8 Cun Changes resistances: +5% all Changes damage: +17% light Rings make your fingers look great! |
voratun ring 'Vilespitter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +2 Cun Changes resistances: +38% nature / +6% blight Changes resistances penetration: +25% blight / +25% nature Changes damage: +19% nature Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Mental crit. chance: +5% Rings make your fingers look great! |
warrior's gold ring of life =regen, healmod, life=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +10.00 Maximum life: +70.00 Healing mod.: +13% Rings make your fingers look great! |
warrior's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +14 Defense: +14 (+3 eff.) Changes stats: +7 Str Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 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 42% for 5 turns. Rings make your fingers look great! |
Branastir the linen cloak (1 def, 6 armour) =crit reduc=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +3% mind Changes resistances penetration: +15% mind Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Confusion immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Floeseam (2 def, 0 armour) =resists, healmod, regen=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Damage when hit (Melee): 10 cold Changes resistances: +16% blight / +6% cold / +16% nature / +9% lightning Changes resistances penetration: +10% cold Changes damage: +6% lightning / +12% cold / +6% acid Life regen: +6.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of life (0 def, 0 armour) =lucid, etc=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +11% darkness / +12% mind / +9% all Physical save: +11 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +22 (+5 eff.) Life regen: +1.90 Maximum life: +44.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Blazewild' (0 def, 3 armour) =crit reduc, life=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Cut immunity: +20% Only die when reaching: -60.00 life It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
hardened leather gloves 'Zubavena' (0 def, 2 armour) =jugg=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +3 Dex / +2 Con Changes resistances: +9% cold / +9% temporal Physical save: +13 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +23% Life regen: +2.50 Stamina each turn: +0.40 Psi each turn: +0.10 Psi when hit: +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Unlightbile the drakeskin leather hat (7 def, 12 armour) =dex, resists=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Armour: +12 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +13% acid / +29% darkness / +15% lightning / +11% cold / +12% fire / +3% nature / +5% all Physical save: +11 (+2 eff.) Stamina each turn: +2.00 Infravision radius: +6 A hat made of leather. Very stylish. |
drakeskin leather cap 'Demonwilter' (0 def, 5 armour) =stun, healmod, resists=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 darkness Changes resistances: +13% acid / +15% cold / +13% fire / +5% arcane / +13% lightning Changes resistances penetration: +20% acid Changes damage: +21% darkness / +18% mind Stun/Freeze immunity: +21% Life regen: +4.14 Healing mod.: +20% A cap made of leather. |
rough leather cap 'Blazemaim' (0 def, 1 armour) =waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +8% cold / +5% arcane / +6% temporal Changes damage: +12% acid Allows you to breathe in: water Life regen: +2.00 Maximum life: +40.00 Light radius: +1 A cap made of leather. |
893 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. |
2 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of the Iron Throne (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum life: +30.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 73 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Gentir =healmod=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +3 Str Changes resistances: +15% acid / +15% mind / +9% lightning Physical save: +23 (+5 eff.) Only die when reaching: -80.00 life Light radius: +5 Healing mod.: +45% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +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. |
68 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat. Activation costs 55 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)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 146 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 409.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 19 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
perfect ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+6 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
extending stralite torque of psionic shield [power 101] (19 cooldown) =psionic=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 101 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Cindertrial the ash totem of healing [power 218] (11 cooldown) =heal, resists, respen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes resistances: +18% acid / +6% blight / +6% fire / +5% arcane / +3% cold Changes resistances penetration: +15% acid It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xanuldatta the Sunfurnace [power 554] (11 cooldown) =heal!=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances penetration: +15% acid / +25% light / +25% mind Changes damage: +18% mind It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By *this was a triumph* the Halfling Oozemancer level 36
10th Pyre 123rd year of Ascendancy at 10:05 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By *this was a triumph* the Halfling Oozemancer level 26
3rd Allure 123rd year of Ascendancy at 01:25 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By *this was a triumph* the Halfling Oozemancer level 36
8th Pyre 123rd year of Ascendancy at 17:19 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By *this was a triumph* the Halfling Oozemancer level 17
32nd Dusk 122nd year of Ascendancy at 08:27 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By *this was a triumph* the Halfling Oozemancer level 40
23rd Pyre 123rd year of Ascendancy at 08:51 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By *this was a triumph* the Halfling Oozemancer level 48
4th Flare 123rd year of Ascendancy at 00:12 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By *this was a triumph* the Halfling Oozemancer level 39
19th Pyre 123rd year of Ascendancy at 17:21 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By *this was a triumph* the Halfling Oozemancer level 19
15th Haze 122nd year of Ascendancy at 04:52 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By *this was a triumph* the Halfling Oozemancer level 30
53rd Regrowth 123rd year of Ascendancy at 01:41 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By *this was a triumph* the Halfling Oozemancer level 10
6th Dusk 122nd year of Ascendancy at 06:23 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By *this was a triumph* the Halfling Oozemancer level 38
16th Pyre 123rd year of Ascendancy at 03:03 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By *this was a triumph* the Halfling Oozemancer level 29
43rd Regrowth 123rd year of Ascendancy at 16:23 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By *this was a triumph* the Halfling Oozemancer level 30
53rd Regrowth 123rd year of Ascendancy at 08:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By *this was a triumph* the Halfling Oozemancer level 21
49th Haze 122nd year of Ascendancy at 07:59 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By *this was a triumph* the Halfling Oozemancer level 27
29th Regrowth 123rd year of Ascendancy at 07:14 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By *this was a triumph* the Halfling Oozemancer level 20
46th Haze 122nd year of Ascendancy at 15:01 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By *this was a triumph* the Halfling Oozemancer level 50
38th Dusk 123rd year of Ascendancy at 08:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By *this was a triumph* the Halfling Oozemancer level 26
2nd Allure 123rd year of Ascendancy at 22:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By *this was a triumph* the Halfling Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 07:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By *this was a triumph* the Halfling Oozemancer level 20
15th Haze 122nd year of Ascendancy at 15:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By *this was a triumph* the Halfling Oozemancer level 30
50th Regrowth 123rd year of Ascendancy at 02:11 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By *this was a triumph* the Halfling Oozemancer level 40
21st Pyre 123rd year of Ascendancy at 17:58 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By *this was a triumph* the Halfling Oozemancer level 50
10th Flare 123rd year of Ascendancy at 05:47 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By *this was a triumph* the Halfling Oozemancer level 46
5th Mirth 123rd year of Ascendancy at 19:48 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By *this was a triumph* the Halfling Oozemancer level 26
3rd Allure 123rd year of Ascendancy at 01:25 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By *this was a triumph* the Halfling Oozemancer level 50
20th Dusk 123rd year of Ascendancy at 08:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By *this was a triumph* the Halfling Oozemancer level 27
2nd Regrowth 123rd year of Ascendancy at 19:56 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By *this was a triumph* the Halfling Oozemancer level 28
33rd Regrowth 123rd year of Ascendancy at 18:32 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By *this was a triumph* the Halfling Oozemancer level 37
14th Pyre 123rd year of Ascendancy at 15:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By *this was a triumph* the Halfling Oozemancer level 27
32nd Regrowth 123rd year of Ascendancy at 19:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By *this was a triumph* the Halfling Oozemancer level 38
16th Pyre 123rd year of Ascendancy at 05:13 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By *this was a triumph* the Halfling Oozemancer level 26
3rd Allure 123rd year of Ascendancy at 01:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By *this was a triumph* the Halfling Oozemancer level 7
79th Pyre 122nd year of Ascendancy at 01:58 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By *this was a triumph* the Halfling Oozemancer level 26
3rd Allure 123rd year of Ascendancy at 01:25 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By *this was a triumph* the Halfling Oozemancer level 50
32nd Dusk 123rd year of Ascendancy at 12:00 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By *this was a triumph* the Halfling Oozemancer level 42
49th Pyre 123rd year of Ascendancy at 18:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By *this was a triumph* the Halfling Oozemancer level 24
77th Haze 122nd year of Ascendancy at 12:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By *this was a triumph* the Halfling Oozemancer level 15
24th Dusk 122nd year of Ascendancy at 05:11 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By *this was a triumph* the Halfling Oozemancer level 34
6th Pyre 123rd year of Ascendancy at 17:16 see stats
Log
There is an item here: schematic: Mana Coil
There is an item here: 2 schematic: Corrosive Shell
There is an item here: 2 schematic: Back Support
There is an item here: schematic: Armour Reinforcement
There is an item here: 3 schematic: Air Recycler
There is an item here: 3 schematic: Acid Groove
There is an item here: schematic: Winterchill Edge
There is an item here: schematic: Steamgun
There is an item here: schematic: Moss Tread
There is an item here: schematic: Steamgun
There is an item here: schematic: Second Skin
There is an item here: schematic: Razor Edge
There is an item here: schematic: Iron Grip
There is an item here: schematic: Focus Lens
There is an item here: schematic: Corrosive Shell
There is an item here: schematic: Flash Powder
There is an item here: Shoes of Moving Slowly (0 def, 0 armour)
There is an item here: Steam Powered Boots (8 def, 15 armour)
There is an item here: Persistent Will
There is an item here: The Far-Hand
There is an item here: Choker of Dread
There is an item here: Unflinching Eye
Ran for 2 turns (stop reason: object seen).
There is an item here: Tarrasca (0 def, 50 armour)
Ran for 2 turns (stop reason: object seen).










































































































































