










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 37 / 21% |
Size | medium |
Lifes / Deaths | Killed by Belyrima the honey tree at level 10 on the 2nd Flare 122nd year of Ascendancy at 10:05 / 46Killed by war hound at level 12 on the 8th Flare 122nd year of Ascendancy at 05:55 Killed by shadow at level 12 on the 1st Dusk 122nd year of Ascendancy at 06:55 Killed by The Withering Thing at level 12 on the 1st Dusk 122nd year of Ascendancy at 08:26 Killed by thief at level 16 on the 45th Dusk 122nd year of Ascendancy at 02:57 Killed by bandit at level 17 on the 56th Dusk 122nd year of Ascendancy at 20:23 Killed by war hound at level 17 on the 57th Dusk 122nd year of Ascendancy at 03:01 Killed by fire drake at level 22 on the 12nd Haze 122nd year of Ascendancy at 14:05 Killed by fire drake at level 22 on the 12nd Haze 122nd year of Ascendancy at 16:09 Killed by fire wyrm at level 22 on the 12nd Haze 122nd year of Ascendancy at 18:21 Killed by spire dragon at level 22 on the 13rd Haze 122nd year of Ascendancy at 02:33 Killed by fire drake at level 22 on the 13rd Haze 122nd year of Ascendancy at 06:10 Killed by Nerewe the skeleton archer at level 23 on the 68th Haze 122nd year of Ascendancy at 04:18 Killed by elven cultist at level 24 on the 78th Haze 122nd year of Ascendancy at 06:08 Killed by Betenn the elven blood mage at level 24 on the 78th Haze 122nd year of Ascendancy at 08:37 Killed by Betenn the elven blood mage at level 24 on the 78th Haze 122nd year of Ascendancy at 10:16 Killed by Betenn the elven blood mage at level 24 on the 78th Haze 122nd year of Ascendancy at 12:28 Killed by elven guard at level 24 on the 78th Haze 122nd year of Ascendancy at 14:09 Killed by elven blood mage at level 24 on the 78th Haze 122nd year of Ascendancy at 15:50 Killed by Nerilaith the elven cultist at level 24 on the 78th Haze 122nd year of Ascendancy at 22:44 Killed by quasit at level 24 on the 79th Haze 122nd year of Ascendancy at 03:38 Killed by elven blood mage at level 24 on the 79th Haze 122nd year of Ascendancy at 06:00 Killed by elven corruptor at level 24 on the 79th Haze 122nd year of Ascendancy at 09:24 Killed by elven cultist at level 24 on the 79th Haze 122nd year of Ascendancy at 16:13 Killed by elven cultist at level 25 on the 79th Haze 122nd year of Ascendancy at 20:25 Killed by wretchling at level 25 on the 79th Haze 122nd year of Ascendancy at 23:00 Killed by elven cultist at level 25 on the 80th Haze 122nd year of Ascendancy at 00:41 Killed by elven cultist at level 25 on the 80th Haze 122nd year of Ascendancy at 02:52 Killed by elven cultist at level 25 on the 80th Haze 122nd year of Ascendancy at 07:11 Killed by elven blood mage at level 25 on the 80th Haze 122nd year of Ascendancy at 17:12 Killed by Lisowe the elven blood mage at level 25 on the 80th Haze 122nd year of Ascendancy at 21:21 Killed by elven cultist at level 25 on the 80th Haze 122nd year of Ascendancy at 23:23 Killed by Kryl-Feijan at level 25 on the 1st Decay 122nd year of Ascendancy at 09:47 Killed by Kryl-Feijan at level 25 on the 1st Decay 122nd year of Ascendancy at 11:44 Killed by elven cultist at level 26 on the 1st Decay 122nd year of Ascendancy at 14:31 Killed by elven tempest at level 26 on the 1st Decay 122nd year of Ascendancy at 17:17 Killed by elven tempest at level 26 on the 1st Decay 122nd year of Ascendancy at 22:21 Killed by Bethynor the elven tempest at level 26 on the 2nd Decay 122nd year of Ascendancy at 05:58 Killed by elven cultist at level 26 on the 2nd Decay 122nd year of Ascendancy at 12:48 Killed by elven blood mage at level 26 on the 2nd Decay 122nd year of Ascendancy at 16:15 Killed by venom drake at level 28 on the 34th Regrowth 123rd year of Ascendancy at 01:48 Killed by Mindworm at level 29 on the 35th Regrowth 123rd year of Ascendancy at 23:53 Killed by Mindworm at level 29 on the 36th Regrowth 123rd year of Ascendancy at 01:07 Killed by Voruwen the black bear at level 31 on the 18th Pyre 123rd year of Ascendancy at 23:37 Killed by Grand Corruptor at level 36 on the 18th Dusk 123rd year of Ascendancy at 07:06 Killed by Emelawen the ultimate faeros at level 36 on the 18th Dusk 123rd year of Ascendancy at 11:49 |
Primary Stats
Strength | 17.170224963639 (base 11) |
Dexterity | 41.340449927278 (base 30) |
Constitution | 24 (base 22) |
Magic | 12.170224963639 (base 10) |
Willpower | 77 (base 57) |
Cunning | 82.340449927278 (base 57) |
Resources
Life | 816/816 |
Hate | 41/68 |
Healing Factor | 1.555275953388 |
Regeneration | 21.540571954424 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 2.9931612743894E-13 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 24 |
Accuracy | 45 |
Crit Chance | 34% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 45 |
Crit Chance | 33% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Acid | +16% |
Physical | +18% |
Mind | +27% |
Blight | +6% |
Arcane | +17% |
Fire | +11% |
All | +2% |
Offense: Damage Penetration
Mind | +30% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 29 |
Ranged Defense | 40 |
Fatigue | 7 |
Physical Save | 37 |
Spell Save | 29 |
Mental Save | 47 |
Defense: Resistances
Acid | + 12%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 13%( 70%) |
All | 0%( 70%) |
Mind | -6%( 70%) |
Darkness | + 6%( 70%) |
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 23%( 71%) |
Lightning | + 12%( 70%) |
Fire | + 38%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 37% |
Confusion Resistance | 78% |
Fear Resistance | 37% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Silence Resistance | 17% |
Teleport Resistance | 15% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / Punishments | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Force of will | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cursed / One with shadows | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Gesture of Pain |
talent | Deflection |
talent | Call Shadows |
talent | Shadow Decoy |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 12.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 12 damage from the next 1.9 attack(s) with a 8% chance to counterattack. Guarded |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
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 successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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: 84. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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 has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +4 Con Grants telepathy: Humanoid/Orc Mental save: +12 (+4 eff.) Blindness immunity: +20% Confusion immunity: +10% Pinning immunity: +25% Teleport immunity: +15% Curse of Misfortune A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 20 physical Critical mult.: +6.00% Maximum life: +70.00 Light radius: +4 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Changes stats: +7 Cun / +1 Wil Changes resistances penetration: +15% physical Changes damage: +6% physical Critical mult.: +15.00% Mental save: +10 (+3 eff.) Only die when reaching: -60.00 life Curse of Misfortune A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Curse of Madness These gloves are coated with a thick, green liquid. |
Tool | ![]() 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. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% light / +5% arcane Physical save: +30 (+11 eff.) Life regen: +1.80 Only die when reaching: -60.00 life Maximum life: +100.00 Maximum hate: +8.00 Maximum psi: +30.00 Healing mod.: +24% Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +4 Dex / +4 Cun / +3 Con Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Corpses It can be used to release a wave of psionic power, dealing 239.52 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 acid Changes resistances: +12% lightning / +6% temporal / +5% arcane / +6% darkness Spell save: +9 (+5 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +5% acid Equilibrium when hit: +1.80 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 arcane / 12 acid Changes resistances: +5% arcane Changes damage: +15% arcane / +9% acid Maximum life: +48.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage (Melee): 7 fire Damage (Ranged): 8 fire Damage when hit (Melee): 4 light Changes resistances: +12% acid / +13% cold / +38% fire / +16% physical Changes damage: +9% fire Allows you to breathe in: water Life regen: +11.50 Maximum life: +52.00 Light radius: +1 Healing mod.: +30% Curse of Madness A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 50 and cleanse 1 wound and 1 poison effect. 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 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 741% 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 Cunning 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 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 372% 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 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 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 497% 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 Strength 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: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Cunning 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: 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 mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 467.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 137.09 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 57 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 15) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +6% arcane / +6% fire Talent masteries: +0.20 Cursed / One with shadows +0.20 Cursed / Force of will Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 174 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +3 Str / +3 Con Talent masteries: +0.22 Cursed / Dark sustenance +0.22 Cursed / Gestures Vim when firing critical spell: +3.00 Infravision radius: +3 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Cut immunity: +50% Life regen: +0.90 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 315 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% light / +20% darkness Blindness immunity: +36% Teleport immunity: +50% It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +4 Fatigue: -5% Damage when hit (Melee): 12 lightning Changes stats: +4 Wil Changes damage: +6% all Maximum encumbrance: +29 Mental save: +8 (+3 eff.) Poison immunity: +15% Spellpower: +9 (+8 eff.) Mindpower: +8 (+2 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 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 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% Curse of Misfortune Electrical energies are focussed in the core of this mindstar. |
![]() 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 Curse of Shrouds 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+2 eff.) Defense: +2 (+1 eff.) Fatigue: -12% Changes stats: +4 Str / +3 Dex / +2 Con Changes resistances penetration: +25% darkness Reduces incoming crit damage: 15.00% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 darkness Changes resistances: +15% acid / +11% darkness / +5% arcane Changes damage: +5% darkness Blindness immunity: +20% Poison immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +10% darkness / +10% physical Changes damage: +7% darkness / +8% physical Maximum hate: +7.00 Spellpower: +4 (+4 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Curse of Corpses A pointy cloth hat, very wizardly... |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 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 (132 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +13 (+4 eff.) Light radius: +7 See stealth: +9 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +6 Fatigue: -12% Changes stats: +3 Wil / +5 Cun / +3 Con Talent granted: +4 Void Blast Life regen: +0.80 It can be used to creates a wall of flames lasting 4 turns (dealing 352 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Mishra Mindwrack the Yeek Doomed level 32
32nd Pyre 123rd year of Ascendancy at 18:36 see stats
By Mishra Mindwrack the Yeek Doomed level 31
19th Pyre 123rd year of Ascendancy at 13:39 see stats
By Mishra Mindwrack the Yeek Doomed level 16
37th Dusk 122nd year of Ascendancy at 18:40 see stats
By Mishra Mindwrack the Yeek Doomed level 22
12nd Haze 122nd year of Ascendancy at 23:49 see stats
By Mishra Mindwrack the Yeek Doomed level 18
58th Dusk 122nd year of Ascendancy at 07:48 see stats
By Mishra Mindwrack the Yeek Doomed level 34
6th Flare 123rd year of Ascendancy at 03:38 see stats
By Mishra Mindwrack the Yeek Doomed level 32
32nd Pyre 123rd year of Ascendancy at 18:08 see stats
By Mishra Mindwrack the Yeek Doomed level 10
2nd Flare 122nd year of Ascendancy at 08:05 see stats
By Mishra Mindwrack the Yeek Doomed level 20
65th Dusk 122nd year of Ascendancy at 05:34 see stats
By Mishra Mindwrack the Yeek Doomed level 30
36th Regrowth 123rd year of Ascendancy at 02:49 see stats
By Mishra Mindwrack the Yeek Doomed level 21
10th Haze 122nd year of Ascendancy at 00:51 see stats
By Mishra Mindwrack the Yeek Doomed level 29
34th Regrowth 123rd year of Ascendancy at 18:28 see stats
By Mishra Mindwrack the Yeek Doomed level 22
12nd Haze 122nd year of Ascendancy at 18:18 see stats
By Mishra Mindwrack the Yeek Doomed level 9
2nd Summertide 122nd year of Ascendancy at 15:26 see stats
By Mishra Mindwrack the Yeek Doomed level 32
32nd Pyre 123rd year of Ascendancy at 18:36 see stats
By Mishra Mindwrack the Yeek Doomed level 30
73rd Regrowth 123rd year of Ascendancy at 03:33 see stats
By Mishra Mindwrack the Yeek Doomed level 17
53rd Dusk 122nd year of Ascendancy at 12:29 see stats
By Mishra Mindwrack the Yeek Doomed level 36
16th Dusk 123rd year of Ascendancy at 23:58 see stats
By Mishra Mindwrack the Yeek Doomed level 31
19th Pyre 123rd year of Ascendancy at 21:02 see stats
By Mishra Mindwrack the Yeek Doomed level 22
14th Haze 122nd year of Ascendancy at 02:52 see stats
Log
You gain 2.32 gold from the transmogrification of movement infusion of the duelist (656% speed; 6 turns).
You gain 2.43 gold from the transmogrification of insidious poison infusion of the duelist (33 nature damage, 32% healing reduction).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Saving done.
You gain 2.00 gold from the transmogrification of Bloomsoul (Misfortune) (8-8.8 power, 13 apr, nature damage).
Mishra Mindwrack can not wear (on feet): Boots of the Hunter (Nightmares) (2 def, 12 armour) (missing dependency).
You gain 14.00 gold from the transmogrification of Boots of the Hunter (Nightmares) (2 def, 12 armour).
You are no longer encumbered.
Mishra Mindwrack wears (replacing pair of rough leather boots 'Fogpall' (Corpses) (3 def, 1 armour)): Mayilaith (Misfortune) (4 def, 5 armour).
You gain 6.45 gold from the transmogrification of pair of rough leather boots 'Fogpall' (Corpses) (3 def, 1 armour).
You gain 12.50 gold from the transmogrification of Behemoth Hide (Madness) (4 def, 6 armour).
Mishra Mindwrack wears (replacing fearwoven cashmere wizard hat of arcana (Corpses) (2 def, 0 armour)): cashmere wizard hat 'Silutta' (Misfortune) (2 def, 0 armour).
Today is the 51st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:05.
Today is the 52nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Mishra Mindwrack deactivates Shadow Decoy.
Mishra Mindwrack deactivates Mental Tyranny.
Mishra Mindwrack deactivates Gesture of Pain.
Mishra Mindwrack deactivates Call Shadows.
Mishra Mindwrack deactivates Deflection.