Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Mindslayer |
Level / Exp | 26 / 62% |
Size | medium |
Lifes / Deaths | Killed by Zalfak at level 26 on the 63rd Pyre 123rd year of Ascendancy at 05:05 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 26.420996452477 (base 14) |
Dexterity | 25.495652258641 (base 10) |
Constitution | 59 (base 52) |
Magic | 8 (base 10) |
Willpower | 85 (base 50) |
Cunning | 42 (base 14) |
Resources
Life | -127/690 |
Psi | 95/125 |
Equilibrium | 39 |
Healing Factor | 1.18 |
Regeneration | 123.487 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 47 |
Accuracy | 54 |
Crit Chance | 18% |
APR | 50 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 54 |
Crit Chance | 17% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 62.426395717123 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +22% |
Acid | +31% |
Light | +34% |
Darkness | +34% |
Nature | +39% |
Physical | +24% |
Mind | +49% |
All | +19% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +10% |
Mind | +35% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 30.711739145262 |
Ranged Defense | 30.711739145262 |
Fatigue | 0 |
Physical Save | 33.823674379183 |
Spell Save | 27.15 |
Mental Save | 69.05 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 57%( 70%) |
Physical | + 61%( 70%) |
Cold | + 65%( 70%) |
All | + 53%( 70%) |
Darkness | + 62%( 70%) |
Light | + 54%( 70%) |
Mind | + 48%( 70%) |
Arcane | + 55%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 0% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 16% for 6 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Psionic / Focus | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mental discipline | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Conduit |
talent | Augmentation |
talent | Thermal Shield |
talent | Kinetic Aura |
talent | Wild Growth |
talent | Psiblades |
talent | Beyond the Flesh |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target erects a powerful charged shield capable of absorbing 728/728 lightning, darkness, mind or blight damage before it crumbles. Spiked Charged Shield |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | A flow of life spins around the target, regenerating 101.20 life per turn. Regeneration |
beneficial effect | The target calls upon its inner resources, improving all damage by 19% and reducing all damage taken by 19%. Wrath of the Eternals |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 50%) Suffocating |
beneficial effect | The target erects a powerful kinetic shield capable of absorbing 728/728 physical, nature, temporal or acid damage before it crumbles. Spiked Kinetic Shield |
beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
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. | active |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Harkor'Zun. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Willpower by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | 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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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 chunk of ghoul flesh. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ritch stinger. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | wrathful pulsing mindstar (13-14.3 power, 38 apr, mind damage) wrathful pulsing mindstar (13-14.3 power, 38 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 64% Wil, 35% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +38 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +6 Mental crit. chance: +9% 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. |
On hands | heroic hardened leather gloves of regeneration (0 def, 6 armour) heroic hardened leather gloves of regeneration (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +8 Life regen: +2.20 Stamina each turn: +0.60 Psi each turn: +0.10 Maximum life: +60.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 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 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 1.6 Power cost: 35 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 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 3. 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. |
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 15/20) : Effective talent level: 3.0 Power cost: 20 out of 15/20. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | voratun pickaxe 'Ravenstreak' (dig speed 12 turns) voratun pickaxe 'Ravenstreak' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 Changes stats: +3 Str Damage when the wearer is hit: 8 darkness / 12 acid Changes resistances: +9% acid Changes damage: +6% acid Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | stralite ring 'Lustreshaper' stralite ring 'Lustreshaper'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +3% light Changes resistances penetration: +5% mind Psi when firing a critical mind attack: +1.00 Hate per kill: +1.00 Mindpower: +9 Mental crit. chance: +3% Light radius: +3 Rings can have magical properties. |
Around neck | Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 21% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
In main hand | gifted pulsing mindstar of life (13.5-14.85 power, 38 apr, mind damage) gifted pulsing mindstar of life (13.5-14.85 power, 38 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 64% Wil, 35% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +38 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.00 Maximum life: +17.00 Mindpower: +8 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Samikalthokhad the drakeskin leather belt Samikalthokhad the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Dex / +5 Cun / +10 Lck Changes resistances: +5% arcane Changes damage: +3% arcane Trap disarming bonus: +16 Stealth bonus: +13 Psi each turn: +0.10 Mental crit. chance: +1% Infravision radius: +4 A belt that goes around your waist. |
In off hand | thorny mindstar 'Turedan' (8.5-9.35 power, 28 apr, mind damage) =compare= thorny mindstar 'Turedan' (8.5-9.35 power, 28 apr, mind damage) =compare=Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 57% Wil, 28% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +28 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when the wearer hits(melee): 2 acid Changes damage: +6% acid Mindpower: +4 Mental crit. chance: +3% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +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 | Gilafang the cashmere cloak (2 def, 0 armour) Gilafang the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +19 Armour penetration: +5 Physical crit. chance: +1.0% Defense: +2 Fatigue: -7% Changes stats: +3 Dex / +3 Wil / +8 Cun Damage when the wearer is hit: 16 physical Maximum encumbrance: +20 Maximum life: +53.00 Mental crit. chance: +4% It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. 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 23% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion (547% speed; 4 turns) movement infusion (547% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs =sweeet= Withering Orbs =sweeet=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet =RNature,RBlight,immunes= cleansing copper amulet =RNature,RBlight,immunes=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +20% Disease immunity: +24% Amulets can have magical properties. |
cleansing gold amulet of cunning (+6) cleansing gold amulet of cunning (+6)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% nature / +18% blight Poison immunity: +20% Disease immunity: +25% Amulets can have magical properties. |
cleansing gold amulet of willpower (+4) cleansing gold amulet of willpower (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% nature / +10% blight Poison immunity: +23% Disease immunity: +35% Amulets can have magical properties. |
gold amulet of vision =IBlind= gold amulet of vision =IBlind=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Blindness immunity: +22% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
stralite amulet 'Isleyana' stralite amulet 'Isleyana'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Damage when the wearer is hit: 4 temporal Physical save: +12 Life regen: +1.50 Psi each turn: +0.10 Hate when firing a critical mind attack: +1.00 Maximum life: +66.00 Maximum hate: +8.00 Mental crit. chance: +3% Amulets can have magical properties. |
warrior's gold amulet of constitution (+4) =Con,RPhys= warrior's gold amulet of constitution (+4) =Con,RPhys=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
warrior's gold amulet of vision =IBlind,RPhys= warrior's gold amulet of vision =IBlind,RPhys=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Blindness immunity: +21% Stamina each turn: +0.20 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
warrior's steel amulet of the fish =RPhys,RCold,Fish= warrior's steel amulet of the fish =RPhys,RCold,Fish=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical / +12% cold Allows you to breathe in: water Stamina each turn: +0.30 Amulets can have magical properties. |
Inertial Twine =IKnockback, phys= Inertial Twine =IKnockback, phys=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 25 power out of 28/28) : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 10 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Polisevea =str,RDark= Polisevea =str,RDark=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% darkness Disarm immunity: +5% Pinning immunity: +10% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Ring of Growth =badass= Ring of Growth =badass=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ring of clarity gladiator's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +5 Con Mental save: +7 Confusion immunity: +22% Rings can have magical properties. |
gold ring of clarity =IConfusion= gold ring of clarity =IConfusion=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +6 Confusion immunity: +24% Rings can have magical properties. |
psionicist's steel ring of lightning (+20%) =RLightning= psionicist's steel ring of lightning (+20%) =RLightning=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 Rings can have magical properties. |
steel ring of corrosion (+20%) =RAcid= steel ring of corrosion (+20%) =RAcid=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
radiant thorny mindstar of sand (9-9.9 power, 24 apr, mind damage) radiant thorny mindstar of sand (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +3 light When wielded/worn: Damage when the wearer is hit: 4 physical Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +4% physical Mindpower: +5 Mental crit. chance: +5% Light radius: +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. |
thorny mindstar of sand (10-11 power, 24 apr, nature damage) thorny mindstar of sand (10-11 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 physical Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +3% physical Mindpower: +3 Mental crit. chance: +3% 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. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Myleldir MyleldirCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +3% blight Grants telepathy: Dragon Mental crit. chance: +8% A belt that goes around your waist. |
cleansing rough leather belt =RBlight,RAcid= cleansing rough leather belt =RBlight,RAcid=Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% acid A belt that goes around your waist. |
enveloping linen cloak of battle (6 def, 0 armour) enveloping linen cloak of battle (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 Defense: +6 Fatigue: -3% Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the hunt (2 def, 7 armour) =RCold= thick cashmere cloak of the hunt (2 def, 7 armour) =RCold=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 Armour: +7 Defense: +2 Fatigue: -6% Changes resistances: +10% cold Maximum life: +48.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.0 Power cost: 45 out of 45/45. 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 38% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) =RLightning,RTemp= grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) =RLightning,RTemp=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) =RCold,RFire= insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) =RCold,RFire=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather. |
Charek (0 def, 3 armour) Charek (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +1 Dex / +2 Con Damage when the wearer hits(melee): 11 mind Damage when the wearer is hit: 8 arcane Changes resistances: +6% mind Changes damage: +8% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisobrenne the Arcvalor (0 def, 2 armour) Lisobrenne the Arcvalor (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour: +2 Changes resistances: +12% cold / +6% temporal Physical save: +6 Mental save: +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour) hardened leather gloves (0 def, 2 armour)1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Armour: +2 Changes stats: +4 Dex Life regen: +1.60 Stamina each turn: +0.70 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Fuligund the elven-silk wizard hat (3 def, 0 armour) =RCold= Fuligund the elven-silk wizard hat (3 def, 0 armour) =RCold=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +22% cold Changes damage: +6% mind / +15% cold Critical mult.: +5.00% Life regen: +0.40 Equilibrium when hit: +0.08 Maximum hate: +4.00 A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour) =IBlind,IConf= Helm of the Dwarven Emperors (0 def, 6 armour) =IBlind,IConf=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 10.68 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Pyreglory the cashmere wizard hat (2 def, 0 armour) Pyreglory the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +12% mind Changes resistances penetration: +5% fire / +5% light Changes damage: +12% mind / +9% fire A pointy cloth hat, very wizardly... |
Wretchwake (0 def, 5 armour) =RMind= Wretchwake (0 def, 5 armour) =RMind=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% mind / +3% blight / +6% nature Changes resistances penetration: +10% nature Changes damage: +3% nature Spell save: +3 Mental save: +19 A cap made of leather. |
cashmere wizard hat 'Elenagrim' (2 def, 0 armour) =RNature,RTemp= cashmere wizard hat 'Elenagrim' (2 def, 0 armour) =RNature,RTemp=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +19% nature / +12% temporal Changes resistances penetration: +5% temporal Changes damage: +13% nature A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Oakstake' (2 def, 0 armour) cashmere wizard hat 'Oakstake' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +3% nature Changes resistances penetration: +5% mind / +10% nature Psi each turn: +0.17 Mindpower: +3 Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
dragonslayer's hardened leather cap of trickery (0 def, 3 armour) =resists= dragonslayer's hardened leather cap of trickery (0 def, 3 armour) =resists=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Changes resistances: +7% fire / +5% cold / +7% lightning / +8% acid A cap made of leather. |
hardened leather cap 'Adoth' (0 def, 3 armour) =resists= hardened leather cap 'Adoth' (0 def, 3 armour) =resists=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Cun Changes resistances: +8% fire / +9% cold / +10% lightning / +10% acid Critical mult.: +15.00% Psi when hit: +0.04 A cap made of leather. |
hardened leather cap 'Bethille' (0 def, 3 armour) hardened leather cap 'Bethille' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil Changes resistances: +9% nature Changes damage: +6% arcane Spell save: +3 Maximum life: +47.00 Spellpower: +2 Spell crit. chance: +2% Healing mod.: +17% A cap made of leather. |
mindwoven cashmere wizard hat of knowledge (2 def, 0 armour) =tag= mindwoven cashmere wizard hat of knowledge (2 def, 0 armour) =tag=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun / +5 Wil Psi each turn: +0.13 Mindpower: +6 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
rough leather cap of strength (+2) (0 def, 1 armour) rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
voratun helm 'Gilynik' (0 def, 5 armour) =dex= voratun helm 'Gilynik' (0 def, 5 armour) =dex=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +4 Con Psi when firing a critical mind attack: +1.00 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked hardened leather armour of Eyal (3 def, 6 armour) spiked hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 15 physical Life regen: +1.50 Maximum life: +64.00 Healing mod.: +18% A suit of armour made of leather. |
75 alchemist agate 75 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 onyx 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 Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of wreckage (dig speed 25 turns) =Str= dwarven-steel pickaxe of wreckage (dig speed 25 turns) =Str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +4 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
void-walker's brass lantern void-walker's brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% temporal / +6% cold Light radius: +2 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
iron torque of thermal psionic shield [power 25] (30/20 cooldown) iron torque of thermal psionic shield [power 25] (30/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Windravage [power 57] (30/20 cooldown) Windravage [power 57] (30/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 nature Damage when the wearer is hit: 4 mind Changes resistances: +6% mind / +6% nature Changes damage: +6% nature Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 6 turns increasing armour by 57 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 quartz 6 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Zalfak the Thalore Mindslayer level 19
8th Allure 123rd year of Ascendancy at 14:56 see stats
By Zalfak the Thalore Mindslayer level 19
2nd Regrowth 123rd year of Ascendancy at 04:43 see stats
By Zalfak the Thalore Mindslayer level 16
76th Haze 122nd year of Ascendancy at 14:47 see stats
By Zalfak the Thalore Mindslayer level 23
4th Pyre 123rd year of Ascendancy at 04:18 see stats
By Zalfak the Thalore Mindslayer level 10
66th Dusk 122nd year of Ascendancy at 21:35 see stats
By Zalfak the Thalore Mindslayer level 16
77th Haze 122nd year of Ascendancy at 02:25 see stats
By Zalfak the Thalore Mindslayer level 17
79th Haze 122nd year of Ascendancy at 14:31 see stats
By Zalfak the Thalore Mindslayer level 19
35th Regrowth 123rd year of Ascendancy at 14:40 see stats
By Zalfak the Thalore Mindslayer level 19
8th Allure 123rd year of Ascendancy at 14:29 see stats
By Zalfak the Thalore Mindslayer level 10
36th Dusk 122nd year of Ascendancy at 09:10 see stats
By Zalfak the Thalore Mindslayer level 20
58th Regrowth 123rd year of Ascendancy at 07:02 see stats
By Zalfak the Thalore Mindslayer level 26
50th Pyre 123rd year of Ascendancy at 05:46 see stats
By Zalfak the Thalore Mindslayer level 10
36th Dusk 122nd year of Ascendancy at 13:45 see stats
By Zalfak the Thalore Mindslayer level 24
41st Pyre 123rd year of Ascendancy at 09:44 see stats
By Zalfak the Thalore Mindslayer level 21
71st Regrowth 123rd year of Ascendancy at 11:33 see stats
By Zalfak the Thalore Mindslayer level 19
8th Allure 123rd year of Ascendancy at 14:56 see stats
By Zalfak the Thalore Mindslayer level 23
12nd Pyre 123rd year of Ascendancy at 17:21 see stats
By Zalfak the Thalore Mindslayer level 23
12nd Pyre 123rd year of Ascendancy at 01:11 see stats
By Zalfak the Thalore Mindslayer level 19
8th Allure 123rd year of Ascendancy at 14:35 see stats
By Zalfak the Thalore Mindslayer level 25
45th Pyre 123rd year of Ascendancy at 06:58 see stats
Log
Zalfak slows down.
Zalfak starts suffocating to death!
Zalfak is suffocating.
Talent Infusion: Movement is ready to use.
Zalfak uses Infusion: Regeneration.
Zalfak starts regenerating health quickly.
Zalfak uses Nature's Touch.
Zalfak receives 252 healing.
Wanderer's Rest (4 def, 0 armour) is still recharging.
Zalfak uses Infusion: Movement.
Zalfak is moving freely.
Zalfak prepares for the next kill!.
Zalfak uses Wrath of the Woods.
Zalfak radiates power.
Zalfak slows down.
Zalfak uses Infusion: Wild.
Zalfak lessens the pain.
Zalfak deactivates Kinetic Shield.
A powerful kinetic shield forms around Zalfak.
Zalfak activates Thermal Shield.
Zalfak deactivates Charged Shield.
A powerful charged shield forms around Zalfak.
Saving game...