











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
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 | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Writhing One |
Level / Exp | 50 / 75% |
Size | big |
Lifes / Deaths | Killed by Ce'Nelaith the temporal stalker at level 15 on the 31st Haze 122nd year of Ascendancy at 01:26 0 / 8Killed by bear trap at level 16 on the 32nd Haze 122nd year of Ascendancy at 07:45 Killed by ultimate telugoroth at level 23 on the 1st Wintertide 123rd year of Ascendancy at 10:58 Killed by Tiny Monsters at level 27 on the 15th Regrowth 123rd year of Ascendancy at 01:32 Killed by Eilinabeth the elven cultist at level 27 on the 15th Regrowth 123rd year of Ascendancy at 06:25 Killed by oozing horror at level 50 on the 63rd Haze 123rd year of Ascendancy at 16:58 Killed by The One That Writes at level 50 on the 63rd Haze 123rd year of Ascendancy at 19:14 Killed by luminous horror at level 50 on the 63rd Haze 123rd year of Ascendancy at 20:38 |
Primary Stats
Strength | 86 (base 61) |
Dexterity | 28 (base 13) |
Constitution | 83 (base 60) |
Magic | 80 (base 66) |
Willpower | 30 (base 10) |
Cunning | 41 (base 22) |
Resources
Life | -88/1552 |
Mana | 374/374 |
Insanity | 38/100 |
Positive | 174/177 |
Healing Factor | 2.2828063241107 |
Regeneration | 37.32388339921 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52.441686460958% |
Spell | 0% |
Global | +112.58159546285% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 102.12522174089 |
See Invisible | 94.125221740883 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 179 |
Accuracy | 59 |
Crit Chance | 6% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +74% |
Light | +41% |
Temporal | +41% |
Blight | +41% |
Arcane | +32% |
Physical | +42% |
All | +26% |
Offense: Damage Penetration
Lightning | +16% |
Light | +10% |
Cold | +16% |
Blight | +5% |
Arcane | +15% |
Fire | +14% |
Acid | +16% |
Defense: Base
Armour (hardiness) | 53.567340450087 (81.694915254237%) |
Defense | 6 |
Ranged Defense | 9 |
Fatigue | 24 |
Physical Save | 52 |
Spell Save | 28 |
Mental Save | 39 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 70%( 70%) |
Physical | + 68%( 70%) |
Cold | + 70%( 70%) |
All | + 62%( 70%) |
Darkness | + 70%( 70%) |
Light | + 68%( 70%) |
Mind | + 70%( 70%) |
Fire | + 66%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Confusion Resistance | 100% |
Silence Resistance | 87% |
Knockback Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 234 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 239 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 639% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 16 for 11 turns. While Heroism is active, you will only die when reaching -636 life. 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 Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Constrict |
talent | Premonition |
talent | Chaos Orbs |
talent | Chant of Fortitude |
detrimental effect | The target has been dominated. It is unable to move and has lost 4 armor and 6 defense. Attacks from Betura the drem master gain 31% damage penetration. Dominated |
beneficial effect | Reduces nature damage received by 17%. Premonition Shield |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target has 30 reduced saves and defense, 20% reduced critical chance, and 21% chance to fail talent use. 10 Jinx |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | Can walk through walls and quake every turn, 26% more damage and 26% more resistances. Overgrowth |
beneficial effect | 1 pustules increasing resistance by 3%. Putrescent Pustule |
detrimental effect | The target has been seared by the void, taking 135.00 darkness and 135.00 temporal damage each turn. Voidburn |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 636. | 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed green worm. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * You've found the needed ice ant stinger. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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* 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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +33% Confusion immunity: +32% Stun/Freeze immunity: +32% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Changes stats: +2 Str / +10 Con Changes resistances: +27% blight Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Physical save: +15 (+5 eff.) Mental save: +14 (+5 eff.) Life regen: +13.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +1% Light radius: +4 See stealth: +25 See invisible: +20 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+6 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 29% chance to inflict 15% damage reduction * 20% chance to disease Changes stats: +3 Cun Changes resistances: +9% cold / +4% all Allows you to breathe in: water Physical save: +25 (+8 eff.) Mental save: +9 (+3 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+6 eff.) Life regen: +1.10 Maximum life: +60.00 Maximum stamina: +30.00 Healing mod.: +25% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +13 (+3 eff.) Damage when hit (Melee): 16 arcane Changes stats: +10 Str / +9 Dex / +7 Cun / +10 Con Changes resistances: +36% darkness Changes resistances penetration: +5% blight Changes damage: +18% darkness / +6% arcane Blindness immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Infravision radius: +6 See stealth: +25 See invisible: +22 Damage Shield penetration: +50% Rings can have magical properties. |
Around waist | ![]() Infused 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 main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Burst (radius 1) on hit: +15 fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +16% acid / +16% lightning / +16% cold / +15% arcane / +14% fire Grants telepathy: Dragon Maximum psi: +40.00 Mindpower: +6 (+2 eff.) Blunt and deadly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 6 acid / 21 darkness / 3 fire / 5 cold / 23 mind / 3 lightning Changes stats: +2 Wil / +2 Mag Mental save: -10 (-5 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+10 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +12 Defense: +15 (+14 eff.) Fatigue: -7% Changes stats: -5 Cun / +7 Str Changes resistances: +15% light / +12% fire Stealth bonus: +5 Physical save: +14 (+5 eff.) Spell save: +16 (+8 eff.) Mental save: +16 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +49.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +9 Str / +8 Dex / +12 Mag / +9 Wil / +10 Cun Changes resistances: +30% mind Changes resistances penetration: +10% light Changes damage: +16% physical / +15% temporal / +15% darkness / +15% light Confusion immunity: +49% Spellpower: +12 (+4 eff.) Spell crit. chance: +11% Amulets can have magical properties. |
Inventory
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
![]() 0.10 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Changes stats: +6 Wil / -2 Mag Changes resistances: +12% lightning / +9% darkness Changes damage: +6% darkness Critical mult.: +11.00% Stun/Freeze immunity: +26% Vim when firing critical spell: +3.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 mind / 12 blight Changes stats: +2 Wil Changes damage: +6% mind / +6% physical Life regen: +1.90 Combat speed: +10% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 21 power out of 30/30) : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 15% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Powered 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 41 power out of 60/60) : Effective talent level: 1.6 Power cost: 41 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +2 Mag / +3 Wil / +6 Cun / +5 Con Changes resistances penetration: +15% blight Life regen: +0.60 Stamina each turn: +0.70 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Movement speed: +10% Damage Shield penetration: +50% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +2% physical Silence immunity: +38% Life regen: +1.20 Mana each turn: +0.27 Maximum life: +40.00 Healing mod.: +20% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Changes stats: -7 Mag / +6 Wil / +6 Cun / +7 Con Changes resistances: +52% lightning / +2% physical Changes resistances penetration: +15% physical Changes damage: +26% lightning Critical mult.: +3.00% Mindpower: +7 (+3 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Fatigue: -9% Changes resistances: +2% physical Changes damage: +6% mind Reduces incoming crit damage: 10.00% Maximum encumbrance: +36 Blindness immunity: +20% Silence immunity: +25% Only die when reaching: -40.00 life Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 30 light Effects on ranged hit: * 22% chance to blind Damage (Ranged): 44 light Changes stats: +4 Wil / +6 Mag Spellpower: +9 (+3 eff.) Rings can have magical properties. |
![]() Requires: - Strength 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 50% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +12 blight / +23 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Armour: +4 Damage when hit (Melee): 12 physical Changes resistances: +3% blight Changes resistances penetration: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +9% darkness Critical mult.: +18.00% Physical save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +1% One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 41 power out of 60/60) : Effective talent level: 1.0 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 134.46 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 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 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+8 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 4.0 Power cost: 11 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 5 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +3% arcane Mental save: +8 (+3 eff.) Maximum life: +58.00 It can be used to activate talent Disperse Magic, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 21 power out of 30/30) : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.84 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 16 fire Changes resistances: +9% lightning Physical save: +30 (+10 eff.) Stun/Freeze immunity: +20% Knockback immunity: +10% Mana each turn: +0.90 Mana when hit: +1.60 Maximum mana: +70.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 44 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+17 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+12 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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 (84 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 28 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +12% lightning Critical mult.: +12.00% Physical save: +10 (+4 eff.) Disease immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Light radius: +3 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 138 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 654.02 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% nature / +15% mind Changes damage: +9% nature / +27% mind It can be used to fire a blast of psionic energies in a range 7 beam dealing 184.26 to 368.52 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +13 Cun / -11 Dex Changes resistances: +3% temporal Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle Mental save: +6 (+2 eff.) It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 19, power 86 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Tiny Monsters the Yeek Writhing One level 37
70th Pyre 123rd year of Ascendancy at 16:28 see stats
By Tiny Monsters the Yeek Writhing One level 20
42nd Haze 122nd year of Ascendancy at 14:31 see stats
By Tiny Monsters the Yeek Writhing One level 37
59th Pyre 123rd year of Ascendancy at 07:12 see stats
By Tiny Monsters the Yeek Writhing One level 30
54th Regrowth 123rd year of Ascendancy at 09:03 see stats
By Tiny Monsters the Yeek Writhing One level 42
10th Dusk 123rd year of Ascendancy at 03:35 see stats
By Tiny Monsters the Yeek Writhing One level 49
62nd Haze 123rd year of Ascendancy at 22:07 see stats
By Tiny Monsters the Yeek Writhing One level 41
3rd Dusk 123rd year of Ascendancy at 03:38 see stats
By Tiny Monsters the Yeek Writhing One level 22
77th Haze 122nd year of Ascendancy at 04:09 see stats
By Tiny Monsters the Yeek Writhing One level 15
16th Haze 122nd year of Ascendancy at 14:10 see stats
By Tiny Monsters the Yeek Writhing One level 43
23rd Dusk 123rd year of Ascendancy at 21:38 see stats
By Tiny Monsters the Yeek Writhing One level 44
31st Dusk 123rd year of Ascendancy at 12:29 see stats
By Tiny Monsters the Yeek Writhing One level 40
4th Mirth 123rd year of Ascendancy at 11:38 see stats
By Tiny Monsters the Yeek Writhing One level 39
3rd Mirth 123rd year of Ascendancy at 17:44 see stats
By Tiny Monsters the Yeek Writhing One level 18
38th Haze 122nd year of Ascendancy at 11:40 see stats
By Tiny Monsters the Yeek Writhing One level 25
2nd Regrowth 123rd year of Ascendancy at 23:14 see stats
By Tiny Monsters the Yeek Writhing One level 43
25th Dusk 123rd year of Ascendancy at 00:34 see stats
By Tiny Monsters the Yeek Writhing One level 20
42nd Haze 122nd year of Ascendancy at 14:04 see stats
By Tiny Monsters the Yeek Writhing One level 32
2nd Pyre 123rd year of Ascendancy at 07:47 see stats
By Tiny Monsters the Yeek Writhing One level 10
4th Mirth 122nd year of Ascendancy at 00:10 see stats
By Tiny Monsters the Yeek Writhing One level 20
41st Haze 122nd year of Ascendancy at 20:04 see stats
By Tiny Monsters the Yeek Writhing One level 30
45th Regrowth 123rd year of Ascendancy at 15:49 see stats
By Tiny Monsters the Yeek Writhing One level 40
4th Mirth 123rd year of Ascendancy at 08:14 see stats
By Tiny Monsters the Yeek Writhing One level 50
63rd Haze 123rd year of Ascendancy at 01:08 see stats
By Tiny Monsters the Yeek Writhing One level 20
73rd Haze 122nd year of Ascendancy at 17:21 see stats
By Tiny Monsters the Yeek Writhing One level 14
4th Haze 122nd year of Ascendancy at 14:39 see stats
By Tiny Monsters the Yeek Writhing One level 28
17th Regrowth 123rd year of Ascendancy at 17:14 see stats
By Tiny Monsters the Yeek Writhing One level 38
78th Pyre 123rd year of Ascendancy at 03:50 see stats
By Tiny Monsters the Yeek Writhing One level 49
63rd Haze 123rd year of Ascendancy at 01:05 see stats
By Tiny Monsters the Yeek Writhing One level 31
61st Regrowth 123rd year of Ascendancy at 13:21 see stats
By Tiny Monsters the Yeek Writhing One level 40
9th Flare 123rd year of Ascendancy at 10:16 see stats
By Tiny Monsters the Yeek Writhing One level 20
42nd Haze 122nd year of Ascendancy at 14:31 see stats
By Tiny Monsters the Yeek Writhing One level 50
63rd Haze 123rd year of Ascendancy at 10:44 see stats
By Tiny Monsters the Yeek Writhing One level 8
79th Pyre 122nd year of Ascendancy at 11:43 see stats
By Tiny Monsters the Yeek Writhing One level 20
42nd Haze 122nd year of Ascendancy at 14:31 see stats
By Tiny Monsters the Yeek Writhing One level 25
2nd Regrowth 123rd year of Ascendancy at 03:35 see stats
By Tiny Monsters the Yeek Writhing One level 20
61st Haze 122nd year of Ascendancy at 04:58 see stats
By Tiny Monsters the Yeek Writhing One level 44
35th Dusk 123rd year of Ascendancy at 08:53 see stats
By Tiny Monsters the Yeek Writhing One level 32
27th Pyre 123rd year of Ascendancy at 04:28 see stats
By Tiny Monsters the Yeek Writhing One level 29
39th Regrowth 123rd year of Ascendancy at 08:44 see stats
By Tiny Monsters the Yeek Writhing One level 19
39th Haze 122nd year of Ascendancy at 06:04 see stats
By Tiny Monsters the Yeek Writhing One level 36
58th Pyre 123rd year of Ascendancy at 10:30 see stats
By Tiny Monsters the Yeek Writhing One level 49
63rd Haze 123rd year of Ascendancy at 00:33 see stats
Log
Luminous horror resists the mind attack!
Luminous horror is dazed!
The One That Writes is not dazed anymore.
The One That Writes resists the mind attack!
Luminous horror is not dazed anymore.
Luminous horror is not dazed anymore.
Layithra the searing horror is not dazed anymore.
Luminous horror resists the mind attack!
Luminous horror resists the blinding light!
Luminous horror resists the mind attack!
Layithra the searing horror resists the blinding light!
Layithra the searing horror resists the mind attack!
Luminous horror is free from the ice.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Layithra the searing horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Layithra the searing horror hits Tiny Monsters for 8 fire, 8 fire (16 total damage).
Tiny Monsters hits Luminous horror for (308 absorbed), 68 darkness, 3 lightning, 1 fire, 2 healing, 5 acid, 4 cold, 36 darkness, 6 mind (123 total damage) [2 healing].
Tiny Monsters hits Layithra the searing horror for 96 darkness, 2 lightning, 1 fire, 2 healing, 5 acid, 4 cold, 11 darkness, 9 mind, 7 fire, 24 healing, (32 parried), 272 arcane, 2 lightning, 1 fire, 2 healing, 5 acid, 4 cold, 11 darkness, 9 mind, 3 fire, 9 healing (440 total damage) [38 healing].
Tiny Monsters hits Luminous horror for 282 darkness, 3 lightning, 1 fire, 2 healing, 5 acid, 4 cold, 26 darkness, 7 mind, 7 fire, 26 healing, 438 arcane, 3 lightning, 1 fire, 2 healing, 5 acid, 4 cold, 26 darkness, 7 mind, 3 fire, 10 healing, 3 fire, 10 healing (824 total damage) [50 healing].
Tiny Monsters hits Betura the drem master for 252 darkness, 3 lightning, 2 fire, 6 acid, 4 cold, 24 darkness, 24 mind, 25 fire, 10 fire (350 total damage).
Tiny Monsters hits Luminous horror for (248 to ice), 371 darkness, (1 to ice), 2 lightning, (0 to ice), 0 fire, (2 to ice), 3 acid, (2 to ice), 3 cold, (14 to ice), 21 darkness, (4 to ice), 6 mind, (1 to ice), 2 fire, (3 to ice), 4 fire, (1 to ice), 2 fire, (159 to ice), 239 arcane, (1 to ice), 2 lightning, (0 to ice), 0 fire, (2 to ice), 3 acid, (2 to ice), 3 cold, (14 to ice), 21 darkness, (4 to ice), 6 mind, (1 to ice), 2 fire (689 total damage).
Tiny Monsters hits Luminous horror for (195 absorbed), 195 darkness, (1 absorbed), 1 lightning, (0 absorbed), 0 fire, 2 healing, (3 absorbed), 3 acid, (2 absorbed), 2 cold, (10 absorbed), 8 darkness, 9 mind, 3 fire, 10 healing, 7 fire, 26 healing, 3 fire, 10 healing (231 total damage) [48 healing].
Tiny Monsters hits The One That Writes for 0 darkness, 0 lightning, 0 fire, 0 acid, 0 cold, 0 darkness, 0 mind, 0 arcane, 0 lightning, 0 fire, 0 acid, 0 cold, 0 darkness, 0 mind, 0 fire, 0 fire, 0 fire (0 total damage).
Tiny Monsters hits Luminous horror for (239 absorbed), 239 darkness, (1 absorbed), 1 lightning, (0 absorbed), 0 fire, 2 healing, (3 absorbed), 3 acid, (2 absorbed), 2 cold, (18 absorbed), 18 darkness, (2 absorbed), 2 mind (266 total damage) [2 healing].
Luminous horror casts Searing Light.
Saving game...