Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
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 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 42 / 54% |
Size | medium |
Lifes / Deaths | Killed by black crystal at level 20 on the 75th Haze 122nd year of Ascendancy at 00:21 / 2Killed by Ce'Nyssra the chitinous spider at level 42 on the 61st Dusk 123rd year of Ascendancy at 00:29 |
Antimagic | Follower |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 48 (base 48) |
Magic | 13 (base 10) |
Willpower | 87 (base 60) |
Cunning | 66.804082322404 (base 60) |
Resources
Life | -76/950 |
Psi | 207/207 |
Equilibrium | 83 |
Healing Factor | 1.66 |
Regeneration | 9.711 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
Offense: Mainhand
Damage | 89 |
Accuracy | 62 |
Crit Chance | 31% |
APR | 62 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 62 |
Crit Chance | 32% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 42 |
Mental Save | 43 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 76% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Stun Resistance | 86% |
Poison Resistance | 76% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 477 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 740% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | +16% fire damage. Resonance |
beneficial effect | Nature damage increased by 6%. Natural Acid |
beneficial effect | You lay mucus where you walk. Mucus |
detrimental effect | All damage done by the target will also hurt it for 31%. Martyrdom |
beneficial effect | You gain 33% resistance against light. Resolve |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is recovering 23 life each turn. Recovery |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
beneficial effect | The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring 2.9 Equilibrium per turn. Natural Replenishment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Layymina the fiery orc wyrmic. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Mayutha the master vampire. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by shadow. Escort: temporal explorer (level 2 of Old Forest) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 418. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * You've found the needed bloated horror heart. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed honey tree root. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 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 |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Daironaridar (0 def, 4 armour) =2 lrad= Daironaridar (0 def, 4 armour) =2 lrad=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Fatigue: -5% Damage when hit (Melee): 4 physical Critical mult.: +6.00% Maximum encumbrance: +38 Physical save: +10 (+4 eff.) Maximum stamina: +15.00 Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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 | drakeskin leather cap 'Scorchbore' (0 def, 5 armour) drakeskin leather cap 'Scorchbore' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +7 Dex / +10 Wil / +13 Lck Changes resistances: +12% blight Mental save: +14 (+4 eff.) Maximum psi: +30.00 Spell crit. chance: +6% Mental crit. chance: +9% A cap made of leather. |
On hands | Natir (0 def, 9 armour) =track= Natir (0 def, 9 armour) =track=Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +9 Damage (Melee): 8 nature / 6 physical Changes stats: +3 Cun Changes resistances: +7% nature / +8% darkness Changes damage: +3% nature / +5% physical Critical mult.: +5.00% Psi when hit: +0.08 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | yew totem of thorny skin 'Mardichak' [power 43] (20 cooldown) yew totem of thorny skin 'Mardichak' [power 43] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Fatigue: -2% Changes stats: +2 Str Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Cinderfury CinderfuryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +9% blight / +6% fire Physical save: +10 (+4 eff.) Pinning immunity: +10% Stun/Freeze immunity: +38% Knockback immunity: +5% Life regen: +2.20 Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | Yarufast the Heatdredge =32% blind 48% stun= Yarufast the Heatdredge =32% blind 48% stun=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Dex / +6 Wil Changes resistances: +21% lightning / +2% physical / +17% light / +27% darkness Changes resistances penetration: +5% fire Reduces incoming crit damage: 15.00% Blindness immunity: +32% Stun/Freeze immunity: +48% Amulets can have magical properties. |
In main hand | Nerygabeth (12-13.2 power, 62 apr, nature damage) Nerygabeth (12-13.2 power, 62 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar will resonate with other psionic mindstars. The set is complete. Base power: 12.0 - 13.2 Uses stats: 86% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% blight / +5% physical / +6% mind Changes resistances penetration: +6% mind / +3% physical Changes damage: +5% physical / +6% mind / +6% nature Talent mastery: +0.05 Psionic / Kinetic mastery Critical mult.: +10.00% Physical save: +3 (+2 eff.) Mental save: +6 (+2 eff.) Disease immunity: +18% Psi when hit: +1.70 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +0.50 Maximum hate: +10.00 Mindpower: +19 (+5 eff.) Mental crit. chance: +5% Life leech chance: +18% Life leech: +13% Damage Resonance (when hit): +16% 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 | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Kinetic Focus (6-6.6 power, 35 apr, physical damage) Kinetic Focus (6-6.6 power, 35 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Base power: 6.0 - 6.6 Uses stats: 67% Wil, 29% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes resistances penetration: +9% physical Changes damage: +15% physical Talent mastery: +0.15 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +9 (+4 eff.) Psi when firing a critical mind attack: +1.50 Mindpower: +19 (+5 eff.) Mental crit. chance: +5% Kinetic energies are focussed in the core of this mindstar. |
Cloak | Ce'Nudhedheta the cashmere cloak (2 def, 0 armour) Ce'Nudhedheta the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+9 eff.) Defense: +2 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 8 arcane / 12 blight Changes damage: +6% mind Spell save: +9 (+3 eff.) Mana each turn: +0.08 Maximum life: +75.00 Maximum stamina: +28.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened leather armour 'Phlegmprophet' (3 def, 6 armour) =liiiiiiife= hardened leather armour 'Phlegmprophet' (3 def, 6 armour) =liiiiiiife=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +5 Wil Changes resistances: +18% blight / +15% darkness / +3% nature Life regen: +3.40 Psi when hit: +0.08 Maximum life: +118.00 Mental crit. chance: +2% Light radius: +1 Healing mod.: +36% A suit of armour made of leather. |
Inventory
movement infusion of the psychic (580% speed; 6 turns) =good= movement infusion of the psychic (580% speed; 6 turns) =good=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the psychic (+18 for 9 turns, die at -610) =maybe= heroism infusion of the psychic (+18 for 9 turns, die at -610) =maybe=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -610 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope 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. |
Emeleyassra =crit, 32% confuse= Emeleyassra =crit, 32% confuse=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Fatigue: -8% Changes stats: +7 Dex / +1 Wil / +6 Cun / +7 Con Changes resistances: +21% mind Changes damage: +3% acid Critical mult.: +20.00% Confusion immunity: +32% Life regen: +1.30 Stamina each turn: +1.00 Light radius: +2 Infravision radius: +1 Movement speed: +10% Amulets can have magical properties. |
Lisinor =60hp 14% healmod= Lisinor =60hp 14% healmod=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +1 Dex Changes resistances: +12% mind / +24% acid Changes damage: +12% mind / +12% acid Life regen: +0.70 Maximum life: +59.00 Healing mod.: +14% Rings can have magical properties. |
Vargh Redemption =6 con= Vargh Redemption =6 con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.77 cold and 23.46 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring of clarity =23% confuse= steel ring of clarity =23% confuse=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
Glittersteel =5 con= Glittersteel =5 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% blight / +3% fire / +3% light Changes damage: +9% light Physical save: +10 (+4 eff.) Rings can have magical properties. |
Galybers the Blackwarden =decent= Galybers the Blackwarden =decent=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +7 Dex / +6 Wil / +13 Cun Changes resistances: +34% nature / +3% darkness Changes damage: +17% nature Critical mult.: +10.00% Mental save: +20 (+6 eff.) Maximum hate: +2.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Glorildaldawen the stralite ring =vault= Glorildaldawen the stralite ring =vault=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +1.0% Physical power: +9 (+3 eff.) Fatigue: -2% Changes stats: +10 Dex / +7 Mag / +5 Wil / +7 Cun Changes resistances penetration: +10% temporal Changes damage: +9% temporal Only die when reaching: -40.00 life Spellpower: +23 (+15 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
stralite ring 'Gorethel' =hp, speed, healmod= stralite ring 'Gorethel' =hp, speed, healmod=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +4 Defense: +12 (+9 eff.) Changes resistances penetration: +10% physical Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +20.00 Movement speed: +21% Healing mod.: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
voratun ring 'Ulustir' =vault= voratun ring 'Ulustir' =vault=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Fatigue: -2% Changes resistances: +22% acid / +26% fire / +25% cold / +29% lightning Mental save: +12 (+4 eff.) Blindness immunity: +25% Confusion immunity: +43% Life regen: +0.40 Maximum stamina: +15.00 Infravision radius: +4 See stealth: +19 See invisible: +11 Rings can have magical properties. |
Latafayn (68-108.8 power, 5 apr) =vault= Latafayn (68-108.8 power, 5 apr) =vault=Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) =maybe= Eye of Summer (8-8.8 power, 18 apr, fire damage) =maybe=Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =vault= Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =vault=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+8 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+15 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
hardened leather belt 'Polurin' =4 con= hardened leather belt 'Polurin' =4 con=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Defense: +14 (+10 eff.) Changes stats: +7 Str / +1 Dex / +3 Mag / +2 Cun / +4 Con Changes resistances: +7% acid / +7% fire / +6% cold / +5% lightning Grants telepathy: Humanoid/Orc Stealth bonus: +11 Physical save: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) =vault= Destala's Scales (10 def, 0 armour) =vault=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Eden's Guile (2 def, 1 armour) =vault= Eden's Guile (2 def, 1 armour) =vault=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 53% (based on Cunning), costing 50 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. |
Arayon the pair of dwarven-steel boots (0 def, 4 armour) Arayon the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +4 Fatigue: -7% Changes stats: +1 Dex / +2 Con Changes resistances: +8% cold / +7% fire Maximum encumbrance: +26 Physical save: +13 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Maximum stamina: +5.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dourblood the pair of dwarven-steel boots (0 def, 4 armour) =27% healmod= Dourblood the pair of dwarven-steel boots (0 def, 4 armour) =27% healmod=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% acid / +9% fire / +3% darkness Life regen: +3.20 Stamina each turn: +0.50 Maximum stamina: +19.00 Healing mod.: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Corpserend the hardened leather gloves (0 def, 2 armour) =4 con= Corpserend the hardened leather gloves (0 def, 2 armour) =4 con=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances penetration: +10% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +27% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Windseam' (0 def, 7 armour) =60hp= dwarven-steel gauntlets 'Windseam' (0 def, 7 armour) =60hp=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +7 Damage (Melee): 7 cold Changes resistances: +19% cold Changes damage: +6% nature / +7% cold Physical save: +7 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +28% Maximum life: +58.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Nerelranor (0 def, 1 armour) =waterbreathing= Nerelranor (0 def, 1 armour) =waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +8% cold / +1% physical Allows you to breathe in: water A cap made of leather. |
Dazzlewyrd the hardened leather cap (0 def, 3 armour) =light= Dazzlewyrd the hardened leather cap (0 def, 3 armour) =light=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +6% light Changes resistances penetration: +5% fire Light radius: +3 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) =goodstuff= Eye of the Forest (8 def, 0 armour) =goodstuff=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+7 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Polawe the hardened leather cap (6 def, 10 armour) =1 lrad die-80 5%resall= Polawe the hardened leather cap (6 def, 10 armour) =1 lrad die-80 5%resall=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+6 eff.) Fatigue: +3% Changes stats: +1 Cun / +1 Con Changes resistances: +5% all Physical save: +8 (+4 eff.) Only die when reaching: -80.00 life Light radius: +1 See invisible: +3 A cap made of leather. |
hardened leather cap 'Eremindil' (0 def, 3 armour) =20% stun= hardened leather cap 'Eremindil' (0 def, 3 armour) =20% stun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Changes resistances: +6% lightning / +6% cold Mental save: +3 (+1 eff.) Pinning immunity: +15% Stun/Freeze immunity: +20% A cap made of leather. |
Ivyrata the iron helm (0 def, 3 armour) =die -60= Ivyrata the iron helm (0 def, 3 armour) =die -60=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +3 Str Changes resistances: +6% acid / +6% fire / +7% cold / +6% lightning Only die when reaching: -60.00 life Maximum stamina: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Abysswhisper the voratun helm (0 def, 5 armour) =vault= Abysswhisper the voratun helm (0 def, 5 armour) =vault=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +11% nature / +3% fire Spell save: +7 (+2 eff.) Stamina when hit: +3.40 Equilibrium when hit: +4.90 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +77.00 Spellpower: +2 (+2 eff.) Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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. |
opal 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 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. |
4 onyx 4 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
amber 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
936 alchemist agate 936 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. |
bright alchemist's lamp of clarity =7 lrad= bright alchemist's lamp of clarity =7 lrad=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Light radius: +7 See stealth: +14 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Xanalraba' (dig speed 30 turns) =3 lrad= dwarven-steel pickaxe 'Xanalraba' (dig speed 30 turns) =3 lrad=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +8% nature Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Rod of Asphyxiation (24/24) 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Radiancezephyr [power 105] (65 cooldown) =silence, teleport, 1 lrad= Radiancezephyr [power 105] (65 cooldown) =silence, teleport, 1 lrad=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes damage: +9% light Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence Light radius: +1 It can be used to teleport randomly (rad 105), putting all charms on cooldown for 65 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Sparkburst' [power 43] (30 cooldown) =tp= stralite torque of psychoportation 'Sparkburst' [power 43] (30 cooldown) =tp=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances penetration: +10% acid Changes damage: +6% acid Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +6 Telekinetic Blast It can be used to teleport randomly (rad 43), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Offalravage' [power 97] (16 cooldown) =heal escort= yew totem of healing 'Offalravage' [power 97] (16 cooldown) =heal escort=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% darkness / +6% nature Changes resistances penetration: +10% nature It can be used to heal a target within range 9 (based on Willpower) for 97, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Flashstrike' [power 167] (20 cooldown) =18% fire, tentacle/rush= elven-wood totem of healing 'Flashstrike' [power 167] (20 cooldown) =18% fire, tentacle/rush=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +18% fire Changes resistances penetration: +20% mind / +5% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws It can be used to heal a target within range 9 (based on Willpower) for 167, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
By ok the Cornac Oozemancer level 37
10th Flare 123rd year of Ascendancy at 11:10 see stats
By ok the Cornac Oozemancer level 33
50th Pyre 123rd year of Ascendancy at 15:20 see stats
By ok the Cornac Oozemancer level 37
8th Flare 123rd year of Ascendancy at 16:57 see stats
By ok the Cornac Oozemancer level 41
58th Dusk 123rd year of Ascendancy at 00:47 see stats
By ok the Cornac Oozemancer level 34
5th Mirth 123rd year of Ascendancy at 01:41 see stats
By ok the Cornac Oozemancer level 14
33rd Dusk 122nd year of Ascendancy at 03:18 see stats
By ok the Cornac Oozemancer level 40
52nd Dusk 123rd year of Ascendancy at 22:54 see stats
By ok the Cornac Oozemancer level 40
52nd Dusk 123rd year of Ascendancy at 16:33 see stats
By ok the Cornac Oozemancer level 24
3rd Regrowth 123rd year of Ascendancy at 12:39 see stats
By ok the Cornac Oozemancer level 31
11st Pyre 123rd year of Ascendancy at 01:28 see stats
By ok the Cornac Oozemancer level 42
59th Dusk 123rd year of Ascendancy at 22:56 see stats
By ok the Cornac Oozemancer level 33
50th Pyre 123rd year of Ascendancy at 12:56 see stats
By ok the Cornac Oozemancer level 10
5th Dusk 122nd year of Ascendancy at 16:23 see stats
By ok the Cornac Oozemancer level 20
74th Haze 122nd year of Ascendancy at 02:48 see stats
By ok the Cornac Oozemancer level 30
78th Regrowth 123rd year of Ascendancy at 06:46 see stats
By ok the Cornac Oozemancer level 40
51st Dusk 123rd year of Ascendancy at 16:05 see stats
By ok the Cornac Oozemancer level 14
20th Dusk 122nd year of Ascendancy at 09:55 see stats
By ok the Cornac Oozemancer level 39
50th Dusk 123rd year of Ascendancy at 20:00 see stats
By ok the Cornac Oozemancer level 40
53rd Dusk 123rd year of Ascendancy at 01:47 see stats
By ok the Cornac Oozemancer level 7
6th Flare 122nd year of Ascendancy at 22:51 see stats
By ok the Cornac Oozemancer level 33
50th Pyre 123rd year of Ascendancy at 15:20 see stats
By ok the Cornac Oozemancer level 26
18th Regrowth 123rd year of Ascendancy at 03:08 see stats
By ok the Cornac Oozemancer level 17
51st Haze 122nd year of Ascendancy at 00:56 see stats
By ok the Cornac Oozemancer level 20
75th Haze 122nd year of Ascendancy at 00:21 see stats
By ok the Cornac Oozemancer level 36
6th Flare 123rd year of Ascendancy at 05:41 see stats
Log
Mucus ooze uses Slime Spit.
Mucus ooze hits Ce'Nyssra the chitinous spider for 40 nature damage.
Ce'Nyssra the chitinous spider uses Block.
Poison from Ok hits Ce'Nyssra the chitinous spider for 38 nature damage.
Ok uses Oozebeam.
Ok's mind surges with critical power!
ok hits Ce'Nyssra the chitinous spider for 272 nature damage.
Ok stops restoring Equilibrium.
Ok stops burning.
ok leeches life from Ce'Nyssra the chitinous spider!
Ce'Nyssra the chitinous spider hits ok for 10 healing, 20 healing (0 total damage) [29 healing].
Ok's Acidfire cloud hits Ce'Nyssra the chitinous spider for 38 acid damage.
Ok's healing nature area effect hits Ce'Nyssra the chitinous spider for 14 nature damage.
Mucus ooze uses Slime Spit.
Mucus ooze hits Ce'Nyssra the chitinous spider for 40 nature damage.
Ce'Nyssra the chitinous spider uses Shield Pummel.
Ok is invigorated by the attack!
Ok is a martyr.
Ok is recovering from the damage!
Ok's mind surges with critical power!
Ok is invigorated by the attack!
Ok defiantly reasserts his connection to nature!
Ce'Nyssra the chitinous spider performs a melee critical strike against ok!
Ok shrugs off the critical damage!
Ok is invigorated by the attack!
Ce'Nyssra the chitinous spider casts Flame.
Ce'Nyssra the chitinous spider's spell attains critical power!
Ok shrugs off the critical damage!
Saving game...