Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Addons | Werebeast Class 0.9.42 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Werebeast |
| Level / Exp | 18 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Bodrooma the thalore at level 1 on the 5th Dearth 122nd year of Ascendancy at 17:43 0 / 6Killed by The Shade at level 11 on the 45th Dearth 122nd year of Ascendancy at 14:43 Killed by shadow at level 18 on the 6th Stralite 123rd year of Ascendancy at 04:42 Killed by orc corruptor at level 18 on the 16th Stralite 123rd year of Ascendancy at 15:21 Killed by Islebeth the master vampire at level 18 on the 20th Stralite 123rd year of Ascendancy at 01:27 Killed by Islebeth the master vampire at level 18 on the 20th Stralite 123rd year of Ascendancy at 05:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 32) |
| Dexterity | 16 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 70 (base 46) |
| Cunning | 24 (base 18) |
Resources
| Life | -15/435 |
| Hate | 21/100 |
| Equilibrium | 163 |
| Healing Factor | 0.6346074819806 |
| Regeneration | 0.53941635968351 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 53 |
| Crit Chance | 11% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 53 |
| Crit Chance | 7% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.533333333333 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +25% |
| Light | +25% |
| Physical | +16% |
| All | +10% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 17 (50%) |
| Defense | 14.1 |
| Ranged Defense | 16.1 |
| Fatigue | 12 |
| Physical Save | 39.5 |
| Spell Save | 23.65 |
| Mental Save | 44.966666666667 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 2%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 45%( 70%) |
| Arcane | + 25%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Pinning Resistance | 10% |
| Poison Resistance | 50% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 SunUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 52). It will also blind any creatures caught inside (power 105) for 5 turns. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Predator | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-curse / Silent hunter | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Eagle aspect | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Wolf aspect | 1.31 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-curse / Treant aspect | 1.20 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Wild-curse / Snake aspect | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-curse / Shark aspect | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 0.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 4/10 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Tangling Vines |
| talent | Psiclaws |
| talent | Psiblades |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 23.33 blight damage per turn. Rotting Disease |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 7. Poisons and diseases have a 14% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | You gain 12% resistance against cold. Resolve |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by ghoul. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
All the treekillers must die. You must kill them. The beast within20 treekillers have died. | completed |
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 | grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 It can be used to release the absorbed darkness, costing 10 power out of -4/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | thaloren hardened leather cap of trickery (0 def, 3 armour) thaloren hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +2 Wil / +3 Cun Mental save: +5 A cap made of leather. |
| On hands | Camusta the hardened leather gloves (0 def, 2 armour) Camusta the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +23 Physical power: +7 Armour: +2 Changes stats: +4 Str / +6 Dex Critical mult.: +10.00% Healing mod.: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 62 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | psionicist's steel ring of perseverance psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Stun/Freeze immunity: +22% Life regen: +0.60 Rings can have magical properties. |
| On fingers | titan's steel ring of mental power titan's steel ring of mental powerInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Mindpower: +7 Rings can have magical properties. |
| Around neck | copper amulet of mastery (0.11 Wild-curse / Wolf aspect) copper amulet of mastery (0.11 Wild-curse / Wolf aspect)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Wild-curse / Wolf aspect Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 24.52380952381 apr, nature damage) (Misfortune) Serpent's Glare (7-7.7 power, 24.52380952381 apr, nature damage) (Misfortune)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 51% Wil, 17% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% Curse of Misfortune It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Description: Spit poison at your target doing 98.40 poison damage. The damage will increase with the Strength or Dexterity stat (whichever is higher) A thick venom drips from this mindstar. |
| Around waist | hardened leather belt of dampening hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +5% cold / +6% lightning / +6% acid A belt that goes around your waist. |
| In off hand | nature's vined mindstar (4.5-4.95 power, 29.428571428571 apr, nature damage) (Misfortune) nature's vined mindstar (4.5-4.95 power, 29.428571428571 apr, nature damage) (Misfortune)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 60% Wil, 26% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +29 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Disease immunity: +11% Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune 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 | regal linen cloak of fog (6 def, 0 armour) regal linen cloak of fog (6 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Wil Changes resistances: +10% light / +12% fire Stealth bonus: +5 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eilinakira (4 def, 11 armour) Eilinakira (4 def, 11 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +4 Fatigue: +8% Changes stats: +3 Cun / +3 Wil Damage when the wearer is hit: 15 physical Changes resistances: +18% acid Mental save: +18 Pinning immunity: +10% A suit of armour made of leather. |
Inventory
Strikemortal StrikemortalCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +21% lightning / +9% light Light radius: +3 Amulets can have magical properties. |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
copper amulet of mastery (0.12 Cunning / Scoundrel) copper amulet of mastery (0.12 Cunning / Scoundrel)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Cunning / Scoundrel Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +10% fire Amulets can have magical properties. |
restful steel amulet of mastery (0.11 Cunning / Scoundrel) restful steel amulet of mastery (0.11 Cunning / Scoundrel)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Talent mastery: +0.11 Cunning / Scoundrel Life regen: +0.40 Amulets can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
mule's steel ring of arcane power mule's steel ring of arcane powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumberance: +22 Spellpower: +7 Rings can have magical properties. |
mule's steel ring of pilfering mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +3 Fatigue: -6% Maximum encumberance: +23 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
psionicist's steel ring of darkness (+22%) psionicist's steel ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +6 Rings can have magical properties. |
steel ring of frost (+26%) steel ring of frost (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +4 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +4 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's copper ring of pilfering titan's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +4 Changes stats: +3 Con Physical save: +6 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword (22.5-36 power, 2 apr) (Corpses)hateful steel greatsword (22.5-36 power, 2 apr) (Corpses) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 darkness Damage against: +10% Humanoid Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steady ash longbow (Shrouds)steady ash longbow (Shrouds) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Accuracy: +8 Talent cooldown: Steady Shot (-1 turn) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
dreamer's vined mindstar (5.5-6.05 power, 18 apr, nature damage) (Madness) dreamer's vined mindstar (5.5-6.05 power, 18 apr, nature damage) (Madness)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Mental save: +2 Maximum psi: +13.00 Mindpower: +2 Mental crit. chance: +2% Curse of Madness 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. |
horrifying vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) (Corpses) horrifying vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) (Corpses)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Life regen: +0.50 Maximum life: +19.00 Mindpower: +2 Mental crit. chance: +2% Curse of Corpses 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. |
horrifying vined mindstar of life (4-4.4 power, 18 apr, nature damage) (Shrouds) horrifying vined mindstar of life (4-4.4 power, 18 apr, nature damage) (Shrouds)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Life regen: +1.00 Maximum life: +20.00 Mindpower: +2 Mental crit. chance: +2% Curse of Shrouds 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. |
radiant vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage) (Madness) radiant vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage) (Madness)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +5 light When wielded/worn: Damage when the wearer is hit: 3 slime Changes damage: +3% nature Mindpower: +4 Mental crit. chance: +3% Light radius: +1 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (8.5-9.35 power, 24 apr, nature damage) (Nightmares) thorny mindstar (8.5-9.35 power, 24 apr, nature damage) (Nightmares)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +3 Mental crit. chance: +3% 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. |
vined mindstar of clarity (5-5.5 power, 18 apr, nature damage) (Nightmares) vined mindstar of clarity (5-5.5 power, 18 apr, nature damage) (Nightmares)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +4 Maximum psi: +14.00 Mindpower: +2 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage) (Corpses)vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage) (Corpses) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 slime Changes damage: +3% nature Mindpower: +2 Mental crit. chance: +2% Curse of Corpses 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. |
Penitence (15-18 power, 4 apr, nature damage) (Madness) Penitence (15-18 power, 4 apr, nature damage) (Madness)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Spellpower: +15 Spell crit. chance: +10% Curse of Madness It can be used to cure diseases, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
This item will automatically be transmogrified when you leave the level. ash magestaff of warding (15-18 power, 3 apr, arcane damage) (Madness)ash magestaff of warding (15-18 power, 3 apr, arcane damage) (Madness) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Maximum wards: +2 arcane Changes damage: +15% arcane Talents granted: +1 Command Staff +1 Ward Spellpower: +6 Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (16-22.4 power, 3 apr) (Corpses) Skullcleaver (16-22.4 power, 3 apr) (Corpses)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Silolelle SilolellePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +15% acid Changes damage: +3% blight A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes stats: +2 Str / +3 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. psion's woollen robe (0 def, 0 armour)psion's woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +8% mind Maximum psi: +16.00 Mindpower: +6 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of clarity (0 def, 0 armour)woollen robe of clarity (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. naturalist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)naturalist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +2 Changes stats: +2 Str Damage when the wearer hits(melee): 8 nature Changes resistances: +5% nature Changes damage: +3% nature Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. steel mail armour of spell shielding (2 def, 6 armour)steel mail armour of spell shielding (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training (level 2) Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Spell save: +12 A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Calls forth a powerful beam of lightning doing 59.68 to 179.03 damage The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level. Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of clarity (2 def, 4 armour)spiked cured leather armour of clarity (2 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 11 physical Mental save: +12 A suit of armour made of leather. |
troll-hide cured leather armour of the sky (4 def, 4 armour) troll-hide cured leather armour of the sky (4 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: +7% Changes stats: +2 Dex Changes resistances: +15% lightning / +14% cold Life regen: +2.10 A suit of armour made of leather. |
voratun plate armour 'Blindwyrd' (9 def, 25 armour) voratun plate armour 'Blindwyrd' (9 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 Fatigue: +26% Changes stats: +12 Str / +5 Con Damage when the wearer is hit: 8 light Changes resistances: +9% light Maximum life: +64.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 9 for 5 turns. The radius will increase with the Cunning stat A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows of psychokinesis (0/9, 17-23.8 power, 7 apr)arcing quiver of ash arrows of psychokinesis (0/9, 17-23.8 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 9 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +7 lightning / +6 physical Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
scorching brass lantern of revealing scorching brass lantern of revealingPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Light radius: +2 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Azis the Dwarf Werebeast level 18
16th Stralite 123rd year of Ascendancy at 17:48 see stats
Exterminator
Killed 1000 creaturesBy Azis the Dwarf Werebeast level 16
29th Gold 123rd year of Ascendancy at 10:53 see stats
Level 10
Got a character to level 10.By Azis the Dwarf Werebeast level 10
35th Dearth 122nd year of Ascendancy at 19:05 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Azis the Dwarf Werebeast level 16
6th Gold 123rd year of Ascendancy at 07:37 see stats
The Arena
Unlocked Arena mode.By Azis the Dwarf Werebeast level 9
30th Dearth 122nd year of Ascendancy at 07:01 see stats
The secret city
Discovered the truth about mages.By Azis the Dwarf Werebeast level 12
6th Loss 122nd year of Ascendancy at 03:47 see stats
Log
Azis hits Islebeth the master vampire for 1 nature, 2 nature, 0 physical, 2 nature, 0 physical damage (total 2.83).
Islebeth the master vampire uses Shattering Shout.
Your hatred grows even as your life fades! (+6 hate)
Islebeth the master vampire leeches life from its victim!
Islebeth the master vampire hits Azis for 67 physical damage.
Azis hits Islebeth the master vampire for 0 physical, 0 physical damage (total 0.00).
Azis's mind surges with critical power!
Azis is invigorated by the attack!
Azis is not stunned anymore.
Islebeth the master vampire hits Azis for 21 blight damage.
Islebeth the master vampire casts Cold Flames.
Islebeth the master vampire is free from the vine.
Azis hits Islebeth the master vampire for 4 physical damage.
Talent Regrowth is ready to use.
Talent Rushing Psiclaws is ready to use.
Talent Bloodscent is ready to use.
Talent Pack Howl is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Maul is ready to use.
Azis is invigorated by the attack!
Islebeth the master vampire is grabbed by a vine.
Islebeth the master vampire hits Azis for 19 blight damage.
Islebeth the master vampire leeches life from its victim!
Azis is invigorated by the attack!
Islebeth the master vampire hits Azis for 10 cold damage.
Azis hits Islebeth the master vampire for 23 physical, 4 physical damage (total 25.64).
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
