













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Solipsist |
| Level / Exp | 49 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Voryremira the elder vampire at level 32 on the 65th Pyre 123rd year of Ascendancy at 22:20 2 / 5Killed by Salema the skeleton magus at level 33 on the 71st Pyre 123rd year of Ascendancy at 02:14 Killed by Borius, Avatar of Bearness at level 36 on the 12nd Dusk 123rd year of Ascendancy at 17:08 Killed by Greater Mummy Lord at level 49 on the 50th Regrowth 124th year of Ascendancy at 06:38 Killed by Gyrita the ancient elven mummy at level 49 on the 50th Regrowth 124th year of Ascendancy at 10:08 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 35 (base 29) |
| Constitution | 38 (base 8) |
| Magic | 19 (base 13) |
| Willpower | 80 (base 60) |
| Cunning | 81 (base 64) |
Resources
| Life | 583/583 |
| Mana | 738/738 |
| Psi | 548/548 |
| Steam | 100/100 |
| Healing Factor | 2.1419230769233 |
| Regeneration | 10.60251923077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80.000000000001% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 41.237882550305 |
| See Invisible | 41.237882550305 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 53 |
| Crit Chance | 64% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 53 |
| Crit Chance | 63% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +8% |
| Light | +17% |
| Nature | +8% |
| Blight | +8% |
| Physical | +39% |
| Mind | +32% |
| All | +2% |
Offense: Damage Penetration
| Physical | +15% |
| Light | +25% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 105.41340872135 (66.666666666667%) |
| Defense | 28 |
| Ranged Defense | 33 |
| Fatigue | 16 |
| Physical Save | 69.61 |
| Spell Save | 50.36 |
| Mental Save | 75 |
Defense: Resistances
| Blight | + 46%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 52%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 54%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 30%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 95% |
| Silence Resistance | 15% |
| Bleed Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 45% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by multi-hued drake. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the injured seer from death by da-da. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lost anorithil from death by saw horror. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You failed to protect the worried loremaster from death by grave wight. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 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: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zubosenne the Cobrawhisper (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 33% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +9 Wil Changes resistances penetration: +10% mind Talent granted: +5 Rocket Boots Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +18 (+3 eff.) Infravision radius: +1 A pair of boots made of leather. |
| Quiver | quiver of elven-wood arrows 'Coalraptor' (20/20, 157% power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 157% Range: 1.4x Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 49% chance to inflict 15% damage reduction * 49% chance to blind * 10% chance to knock the target back Damage (Ranged): +65 physical / +20 darkness Burst (radius 1) on hit: +20 darkness Burst (radius 2) on crit: +12 darkness / +16 light Arrows are used with bows to pierce your foes to death. |
| Light source | BrodedugarInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% mind Changes damage: +3% mind Physical save: +6 (+1 eff.) Poison immunity: +15% Silence immunity: +15% Only die when reaching: -40.00 life Light radius: +2 Healing mod.: +14% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Islukira (0 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Armour: +7 Fatigue: +1% Changes stats: +3 Dex / +10 Cun / +6 Lck Changes damage: +12% physical Mental save: +15 (+4 eff.) Only die when reaching: -80.00 life Spell crit. chance: +3% Mental crit. chance: +3% A hat made of leather. Very stylish. |
| On hands | Chargesting (0 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +12 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 15 physical Changes stats: +5 Con Changes resistances: +3% darkness / +3% temporal Changes damage: +6% lightning / +7% physical Talent granted: +5 Fatal Attractor Critical mult.: +13.00% Physical save: +27 (+5 eff.) Spell save: +11 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +50% Spell crit. chance: +16% Mental crit. chance: +20% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bleakvile [power 21] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical crit. chance: +1.0% Damage when hit (Melee): 8 darkness Life regen: +0.80 Healing mod.: +20% It can be used to teleport randomly (rad 21), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | GrowthonslaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str Changes resistances: +12% fire Changes damage: +6% nature Reduces incoming crit damage: 10.00% Cut immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
| Around neck | BetadheradaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +8.0% Physical power: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 36% Changes resistances: +15% darkness / +9% cold Changes damage: +9% physical Cut immunity: +60% Only die when reaching: -60.00 life Maximum stamina: +25.00 Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 468 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Velura the pulsing mindstar (104% power, 32 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. This parasitic mindstar will draw strength from other psionic mindstars. Power: 105% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 87 damage Damage (Melee): +40 physical When wielded/worn: Armour penetration: +4 Armour: +6 Changes resistances penetration: +15% physical Changes damage: +12% mind / +9% physical Critical mult.: +12.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +0.00 Only die when reaching: -80.00 life Maximum hate: +17.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +10% Life leech chance: +21% Life leech: +13% 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 | Beladhesemina the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 22 physical Changes stats: +2 Dex / +5 Cun / +3 Con Changes resistances: +3% physical Physical save: +20 (+4 eff.) Mental save: +33 (+7 eff.) Life regen: +1.60 Only die when reaching: -60.00 life Mental crit. chance: +3% Healing mod.: +18% A belt that goes around your waist. |
| In off hand | Starransom (94% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 95% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 91 damage When wielded/worn: Changes resistances: +15% nature / +9% cold Changes resistances penetration: +25% light Changes damage: +15% light Critical mult.: +15.00% Pinning immunity: +45% Hate when firing a critical mind attack: +4.00 Only die when reaching: -100.00 life Maximum hate: +17.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Life leech chance: +17% Life leech: +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. |
| Cloak | elven-silk cloak 'Heatcutter' (14 def, 21 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +21 Defense: +14 (+7 eff.) Effects on melee hit: * 10% chance to disease Changes resistances: +30% lightning / +36% blight / +12% fire / +15% nature / +25% cold Changes damage: +6% blight Physical save: +23 (+4 eff.) Spell save: +25 (+7 eff.) Mental save: +22 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +2.30 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Runudir (3 def, 28 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical crit. chance: +8.0% Physical power: +18 (+5 eff.) Armour: +28 Defense: +3 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 50 physical Changes stats: +5 Str / +6 Mag / +8 Wil / +4 Cun Changes resistances: +16% lightning Changes damage: +15% mind Physical save: +30 (+5 eff.) Mental save: +30 (+7 eff.) Only die when reaching: -60.00 life Spellpower: +15 (+7 eff.) Spell crit. chance: +7% Mindpower: +16 (+3 eff.) Mental crit. chance: +12% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 133% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (470.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 479.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (114 cold damage; freeze 3 turns with power 41)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 114.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 41 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (91 cold damage; freeze 3 turns with power 41)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 90.78 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 41 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (84 cold damage; freeze 3 turns with power 41)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 83.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 41 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 346 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 29)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 42)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 157)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 157 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BlackwalkerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 darkness Changes resistances penetration: +15% darkness Changes damage: +21% darkness / +18% light Life regen: +2.30 Light radius: +3 Amulets can have magical properties. |
LayaveaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +4 Con Changes resistances: +18% acid Changes damage: +6% temporal Blindness immunity: +25% Cut immunity: +70% Infravision radius: +6 Sight radius: +2 See invisible: +11 Healing mod.: +14% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 305 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Menik the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +12 Dex / +3 Mag / +4 Wil / +8 Cun / +11 Con Grants telepathy: Demon/Minor Demon/Major Life regen: +0.90 Stamina each turn: +1.10 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 1.6 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
grounding gold amulet of perfection (0.28 Psionic / Discharge,0.28 Psionic / Feedback)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning Talent masteries: +0.28 Psionic / Feedback +0.28 Psionic / Discharge Stun/Freeze immunity: +20% Amulets can have magical properties. |
savior's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Physical save: +13 (+2 eff.) Spell save: +13 (+4 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +31.00 Amulets can have magical properties. |
stabilizing gold amulet of mastery (0.17 Psionic / Dream Forge)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.17 Psionic / Dream Forge Pinning immunity: +31% Knockback immunity: +23% Amulets can have magical properties. |
steel amulet 'Arygarialaith'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +2 Wil / +3 Cun Grants telepathy: Dragon Mental save: +9 (+2 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
stralite amulet 'Yarilantir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +23% mind / +4% physical Changes damage: +9% physical Critical mult.: +3.00% Physical save: +20 (+4 eff.) Confusion immunity: +26% Combat speed: +10% Amulets can have magical properties. |
BeladaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +9 Str / +3 Dex / +5 Mag Spellpower: +11 (+5 eff.) Mindpower: +10 (+2 eff.) Light radius: +2 Infravision radius: +3 See invisible: +9 Rings can have magical properties. |
Dairyyabers the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +18 Cun / +9 Dex Changes resistances: +36% darkness / +9% blight Changes resistances penetration: +15% arcane Changes damage: +18% darkness Knockback immunity: +15% Teleport immunity: +5% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Delyrath the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 20 physical Changes stats: +7 Str / +4 Con Changes resistances: +9% nature / +4% physical Physical save: +15 (+2 eff.) Maximum life: +20.00 Rings can have magical properties. |
GleamnighCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +10% light Spell save: +36 (+9 eff.) Maximum stamina: +18.00 Rings can have magical properties. |
Glorossra the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 20 blight Changes stats: +3 Cun / +4 Wil Changes resistances: +13% mind Changes resistances penetration: +10% blight Changes damage: +13% mind See invisible: +6 Rings can have magical properties. |
Layessra the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 arcane Changes stats: +5 Cun / +6 Dex Changes resistances: +9% blight Maximum encumbrance: +26 Silence immunity: +29% Mana each turn: +0.16 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 50 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Poxwell the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% nature Silence immunity: +20% Mana each turn: +0.15 Equilibrium when hit: +0.04 Rings can have magical properties. |
Torelathakan the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +11 (+6 eff.) Ranged Defense: +11 (+5 eff.) Fatigue: -15% Changes stats: +7 Wil / +6 Cun / +9 Con Maximum encumbrance: +32 Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-6 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
YarorebersPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 arcane Changes stats: +4 Cun / +7 Mag Changes damage: +9% acid Spell save: +14 (+4 eff.) Mental save: +38 (+8 eff.) Psi when hit: +0.32 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +9% Rings can have magical properties. |
gold ring 'Lisabeth'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+6 eff.) Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +7 Wil Changes damage: +9% physical Mental save: +14 (+3 eff.) Only die when reaching: -40.00 life Healing mod.: +10% Rings can have magical properties. |
marksman's steel ring of the mind (+12%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
mule's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +21 Rings can have magical properties. |
painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+4 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +9 Cun Changes damage: +8% all Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +17 (+8 eff.) Mindpower: +17 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
painweaver's voratun ring of arcana(+0.40/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+5 eff.) Changes damage: +8% all Silence immunity: +50% Mana each turn: +0.40 Spellpower: +16 (+8 eff.) Mindpower: +17 (+3 eff.) Rings can have magical properties. |
rogue's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Changes stats: +7 Cun Life regen: +1.10 Maximum life: +69.00 Healing mod.: +21% Rings can have magical properties. |
rogue's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
rogue's stralite ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring 'Adyth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +2 (+1 eff.) Changes stats: +4 Dex Changes resistances: +6% physical Changes resistances penetration: +20% physical Critical mult.: +6.00% Maximum stamina: +20.00 Rings can have magical properties. |
steel ring 'Hadil'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +15% mind / +13% physical Changes damage: +15% blight / +13% physical / +3% mind Rings can have magical properties. |
steel ring 'Siliriamira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Str / +11 Con Physical save: +8 (+2 eff.) Mental save: +30 (+7 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
warrior's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.warden's elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +20.0% Ammo reloads per turn: +8 Changes stats: +9 Mag Changes resistances penetration: +14% temporal / +20% physical Changes damage: +14% temporal / +18% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Sunkarma the stralite longsword (141% power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +17% Living When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +5 Mag Changes resistances: +9% light Changes damage: +9% acid Grants telepathy: All Infravision radius: +2 Sharp, long, and deadly. |
Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 15 power out of 30/30) : Effective talent level: 3.9 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 57.38 mind damage, 44.34 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 5.11 mind and 3.95 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 15 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 80% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 260.89 acid damage. Enemies caught in the acid have a 45% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Torchmaster (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 temporal When wielded/worn: Damage when hit (Melee): 4 arcane / 8 temporal Changes resistances: +7% blight Changes resistances penetration: +12% mind / +15% darkness Changes damage: +8% nature / +9% fire / +25% mind / +25% darkness Critical mult.: +0.00% Physical save: +8 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Disease immunity: +20% Equilibrium when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Ereroddazor' (111% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 acid When wielded/worn: Changes stats: +3 Str / +7 Wil / +3 Cun Changes resistances: +6% blight Changes resistances penetration: +15% blight Critical mult.: +0.00% Physical save: +7 (+1 eff.) Mindpower: +33 (+6 eff.) Mental crit. chance: +5% 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. |
Getistir the ThunderdareCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+9 eff.) Changes stats: +4 Cun / +12 Mag Changes resistances penetration: +30% lightning Stealth bonus: +11 Mana each turn: +0.12 Mana when firing critical spell: +4.00 Maximum vim: +50.00 Spellpower: +8 (+4 eff.) Damage Shield penetration: +50% A belt that goes around your waist. |
hardened leather belt 'Zanudin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Changes stats: +6 Dex / +5 Con Changes resistances: +9% temporal Changes resistances penetration: +15% physical Critical mult.: +11.00% Only die when reaching: -80.00 life A belt that goes around your waist. |
Blastmire the cashmere cloak (2 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +4 Wil / +4 Cun Changes resistances: +0% lightning Stun/Freeze immunity: +0% Stamina each turn: +0.80 Mental crit. chance: +7% Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eminne the linen cloak (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str / +8 Con Changes resistances: +0% lightning Changes resistances penetration: +5% physical Changes damage: +12% mind Stun/Freeze immunity: +0% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusvenom the elven-silk cloak (22 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +22 (+11 eff.) Changes stats: +3 Wil Changes resistances: +0% lightning / +50% light / +9% nature / +45% fire / +12% mind / +29% cold Reduces incoming crit damage: 10.00% Stealth bonus: +30 Stun/Freeze immunity: +0% Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfimagund (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +9 Defense: +2 (+1 eff.) Changes stats: +3 Str Changes resistances: +0% lightning / +4% physical / +15% cold Physical save: +6 (+1 eff.) Stun/Freeze immunity: +0% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 60% (based on Cunning), costing 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gloruyatta the Duathelwinter (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +13% lightning / +15% temporal / +6% darkness / +6% fire / +6% mind Changes resistances penetration: +20% darkness / +15% fire Life regen: +5.20 Stamina each turn: +0.70 Maximum life: +48.00 Movement speed: +10% Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
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 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xyvea (0 def, 18 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +18 Fatigue: -3% Changes resistances: +3% blight / +3% nature / +6% lightning Maximum encumbrance: +25 Physical save: +8 (+2 eff.) Confusion immunity: +10% Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Rhayadezor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 mind Changes resistances: +6% blight Changes resistances penetration: +25% mind Changes damage: +9% mind A pair of boots made of leather. |
Girach the iron gauntlets (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +7 Changes stats: +3 Dex Changes resistances: +15% fire Changes damage: +15% mind Stun/Freeze immunity: +15% Heals friendly targets nearby when you use a nature summon: +50 Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 45.59 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent 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 Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +7 Mag / +8 Wil Changes resistances: +8% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Bokugar the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Dex Changes resistances: +3% physical / +9% nature / +12% cold Physical save: +6 (+1 eff.) Mental save: +30 (+7 eff.) Disease immunity: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Chamuchik the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances: +10% cold / +15% nature / +11% fire Changes damage: +6% mind Critical mult.: +20.00% Spell save: +7 (+2 eff.) Maximum life: +108.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +2% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ematira the elven-silk wizard hat (3 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Changes stats: +7 Wil / +9 Cun / +3 Con Changes resistances: +30% darkness Changes damage: +20% darkness Mental save: +24 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 356 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Glora the rough leather cap (0 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +21 Fatigue: +1% Changes stats: +2 Cun Changes resistances penetration: +10% physical Critical mult.: +6.00% Physical save: +3 (+0 eff.) Mental save: +0 (+0 eff.) Silence immunity: +0% Only die when reaching: -40.00 life Infravision radius: +2 A cap made of leather. |
Kheliharafang the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +12 Con Physical save: +36 (+7 eff.) Mental save: +0 (+0 eff.) Maximum psi: +30.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +11% A cap made of leather. |
Neridawe the Stormmalice (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 37% * 37% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes resistances: +16% light / +12% cold / +16% darkness / +6% arcane Changes resistances penetration: +25% lightning / +31% mind Spell save: +37 (+10 eff.) A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
stralite shield 'Infernoobeisance' (10 def, 4 armour, 133.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 18 temporal Changes resistances: +3% fire / +16% temporal Grants telepathy: All Talent granted: +4 Block Hate when firing a critical mind attack: +1.00 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (239) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
794 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. |
8 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. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 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. |
Nerudhessra the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +5 Mag / +2 Cun Changes damage: +6% arcane Maximum mana: +40.00 Infravision radius: +3 Damage Shield penetration: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Korodunahek' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Str Mental save: +18 (+4 eff.) Mental crit. chance: +2% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
2 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. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 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, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Glorudamina the alchemist's lampPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +1 Mag Changes resistances: +6% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 10.00% Physical save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +7% Light radius: +3 Infravision radius: +3 Healing mod.: +21% It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 90.75 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
SilittaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Dex Changes resistances penetration: +5% physical Physical save: +18 (+3 eff.) Life regen: +0.60 Light radius: +2 Healing mod.: +32% 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. |
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 (135 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Velomirassra'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes resistances penetration: +25% mind Blindness immunity: +26% Confusion immunity: +13% Stamina each turn: +0.60 Maximum stamina: +10.00 Light radius: +6 See stealth: +7 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 7 turns. The radius will increase with your Cunning. 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. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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), costing 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. |
6 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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)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, costing 122 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. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 265] amazing pain suppressor salve [power 265]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -265 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great healing salve [power 261] great healing salve [power 261]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. It can be used to heal 261, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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 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. |
This item will automatically be transmogrified when you leave the level.Unredur (20/20, 154% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 52% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +16 mind / +17 light Burst (radius 1) on hit: +24 mind / +24 temporal Burst (radius 2) on crit: +16 mind Damage against: +24% Undead Shots are used with slings to pummel your foes to death. |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Giluzilalen the Splendourwarden [power 42] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +15% mind Mental save: +12 (+3 eff.) Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +50 It can be used to teleport randomly (rad 42), putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of thermal psionic shield 'Gloryta' [power 93] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% acid Grants telepathy: Dragon Critical mult.: +25.00% Psi when hit: +0.12 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of psychoportation [power 37] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to teleport randomly (rad 37), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Xoyavena' [power 131] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +11 (+6 eff.) Ranged Defense: +11 (+5 eff.) Damage when hit (Melee): 16 blight Changes resistances penetration: +25% mind Changes damage: +12% mind Physical save: +59 (+11 eff.) Stamina each turn: +0.80 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
forceful elven-wood totem of cure ailments [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of cure ailments [power 6] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 6 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of thorny skin [power 63] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 63 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Korontir' [power 45] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Cun Changes damage: +9% mind Critical mult.: +15.00% Mental crit. chance: +3% It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By da-da the Ghoul Solipsist level 35
79th Pyre 123rd year of Ascendancy at 11:40 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By da-da the Ghoul Solipsist level 30
37th Pyre 123rd year of Ascendancy at 07:16 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By da-da the Ghoul Solipsist level 35
77th Pyre 123rd year of Ascendancy at 16:18 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By da-da the Ghoul Solipsist level 42
47th Haze 123rd year of Ascendancy at 04:57 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By da-da the Ghoul Solipsist level 36
12nd Dusk 123rd year of Ascendancy at 19:15 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By da-da the Ghoul Solipsist level 10
19th Dusk 122nd year of Ascendancy at 07:54 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By da-da the Ghoul Solipsist level 40
7th Haze 123rd year of Ascendancy at 17:45 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By da-da the Ghoul Solipsist level 36
34th Dusk 123rd year of Ascendancy at 20:01 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By da-da the Ghoul Solipsist level 31
64th Pyre 123rd year of Ascendancy at 01:15 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By da-da the Ghoul Solipsist level 25
78th Haze 122nd year of Ascendancy at 19:30 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By da-da the Ghoul Solipsist level 22
63rd Haze 122nd year of Ascendancy at 05:56 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By da-da the Ghoul Solipsist level 30
41st Pyre 123rd year of Ascendancy at 03:46 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By da-da the Ghoul Solipsist level 30
37th Pyre 123rd year of Ascendancy at 06:51 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By da-da the Ghoul Solipsist level 10
19th Dusk 122nd year of Ascendancy at 07:52 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By da-da the Ghoul Solipsist level 20
53rd Haze 122nd year of Ascendancy at 16:34 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By da-da the Ghoul Solipsist level 30
36th Pyre 123rd year of Ascendancy at 04:10 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By da-da the Ghoul Solipsist level 40
4th Haze 123rd year of Ascendancy at 00:37 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By da-da the Ghoul Solipsist level 11
44th Dusk 122nd year of Ascendancy at 14:20 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By da-da the Ghoul Solipsist level 48
39th Regrowth 124th year of Ascendancy at 18:36 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By da-da the Ghoul Solipsist level 30
41st Pyre 123rd year of Ascendancy at 07:42 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By da-da the Ghoul Solipsist level 41
41st Haze 123rd year of Ascendancy at 17:26 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By da-da the Ghoul Solipsist level 32
66th Pyre 123rd year of Ascendancy at 01:17 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By da-da the Ghoul Solipsist level 9
7th Flare 122nd year of Ascendancy at 21:15 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By da-da the Ghoul Solipsist level 30
37th Pyre 123rd year of Ascendancy at 07:16 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By da-da the Ghoul Solipsist level 48
39th Regrowth 124th year of Ascendancy at 18:36 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By da-da the Ghoul Solipsist level 9
2nd Summertide 122nd year of Ascendancy at 11:56 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By da-da the Ghoul Solipsist level 41
25th Haze 123rd year of Ascendancy at 00:12 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By da-da the Ghoul Solipsist level 44
74th Haze 123rd year of Ascendancy at 17:06 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By da-da the Ghoul Solipsist level 22
63rd Haze 122nd year of Ascendancy at 03:14 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By da-da the Ghoul Solipsist level 18
31st Haze 122nd year of Ascendancy at 15:33 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By da-da the Ghoul Solipsist level 34
76th Pyre 123rd year of Ascendancy at 12:08 see stats
Log
Lisyta the orc cryomancer's lifeline is no longer braided.
Lisyta the orc cryomancer performs a melee critical strike against da-da!
Da-da shrugs off the critical damage!
Da-da resists the mind attack!
Lisyta the orc cryomancer's spell attains critical power!
Gyrita the ancient elven mummy casts Pulverizing Auger.
da-da leeches life from Lisyta the orc cryomancer!
da-da converts some damage to Psi!
Lisyta the orc cryomancer hits da-da for 37 to psi, 259 physical, 1 to psi, 8 mind, 3 healing (1 psi heal), 44 healing (10 psi heal), 6 to psi, 43 fire (355 total damage) [59 healing].
Gyrita the ancient elven mummy hits da-da for 69 to psi, (193 resilience), 291 physical (360 total damage).
da-da hits Lisyta the orc cryomancer for 4 darkness, 49 physical, 5 mind (58 total damage).
Lisyta the orc cryomancer receives 559 healing from Pride of the Orcs.
da-da the level 49 ghoul solipsist was ground to death by Gyrita the ancient elven mummy on level 3 of Elven Ruins.
You have 2 life(s) left.
Da-da deactivates Chant of Fortress.
Da-da's lifeline is no longer braided.
The illusion covering Da-da disappears.
Da-da is not affected anymore by the salve.
Da-da is not disabled anymore.
Da-da's shakes his fear off.
Da-da stops burning.
Da-da deactivates Lucid Dreamer.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something damages Lisyta the orc cryomancer through the Braid!
Gyrita the ancient elven mummy killed da-da!
Something hits Brown bear for 138 braided , 5 braided , 23 braided (166 total damage).
Something hits Lisyta the orc cryomancer for 138 braided , 138 braided , 5 braided , 5 braided , 23 braided , 23 braided (332 total damage).
Saving done.






































































































































































