Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 22 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 7 on the 2nd Mirth 122nd year of Ascendancy at 23:25 0 / 6Killed by golem (servant of Ynss) at level 20 on the 68th Dusk 122nd year of Ascendancy at 01:19 Killed by Grgglck the Devouring Darkness at level 21 on the 4th Haze 122nd year of Ascendancy at 20:31 Killed by skeleton warrior at level 22 on the 51st Haze 122nd year of Ascendancy at 08:04 Killed by orc summoner's summoned tentacle at level 22 on the 51st Haze 122nd year of Ascendancy at 15:04 Killed by oozing horror at level 22 on the 59th Haze 122nd year of Ascendancy at 15:28 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 22 (base 13) |
| Constitution | 54 (base 44) |
| Magic | 53 (base 42) |
| Willpower | 25 (base 16) |
| Cunning | 18 (base 10) |
Resources
| Life | -23/571 |
| Mana | 2/470 |
| Healing Factor | 1.4646428571428 |
| Regeneration | 102.80328214286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 18.954778283148 |
| See Invisible | 18.954778283148 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 21 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (45%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 36 |
| Mental Save | 31 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 14 |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is being strangled and may not cast spells and suffers 28 damage each turn. Strangle Hold |
| beneficial effect | A flow of life spins around the target, regenerating 68.64 life per turn. Regeneration |
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 |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 lumberjacks have died. | 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 | [vs. pair of hardened leather boots 'Dagomas' (0 def, 10 armour) (On feet)] pair of hardened leather boots 'Dagomas' (0 def, 10 armour)pair of hardened leather boots 'Dagomas' (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 (-) Fatigue: +3% (-) Damage when hit (Melee): 12(-) blight Changes resistances: +15%(-) blight Changes resistances penetration: +15%(-) mind Changes damage: +21%(-) mind / +9%(-) blight Infravision radius: +3 (-) A pair of boots made of leather. |
| Quiver | [vs. 165 alchemist agate (Quiver)] 165 alchemist agate165 alchemist agate 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. |
| Light source | [vs. Velulranor the alchemist's lamp (Light source)] Velulranor the alchemist's lampVelulranor the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16(-) mind Changes stats: +2(-) Mag Changes resistances penetration: +10%(-) blight Spell save: +12 (+6 eff.) (-) Psi when hit: +0.08 (-) Spellpower: +4 (+1 eff.) (-) Spell crit. chance: +4% (-) Mental crit. chance: +2% (-) Light radius: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. eldritch cashmere wizard hat (2 def, 0 armour) (On head)] eldritch cashmere wizard hat (2 def, 0 armour)eldritch cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Mana each turn: +1.50 (-) Mana when hit: +1.70 (-) Maximum mana: +56.00 (-) Spellpower: +7 (+2 eff.) (-) It can be used to activate talent Manaflow, placing all other charms into a 37 cooldown : Effective talent level: 1.0 Power cost: 37 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | [vs. Telekinetic Core (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+6 eff.) (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Psionic Pull (costing 17 power out of 3/35) : Effective talent level: 3.0 Power cost: 17 out of 3/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 47 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.25 cold and 12.81 physical damage (based on Willpower) each turn and knocking opponents back, costing 55 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] warrior's stralite ring of lifewarrior's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Life regen: +0.90 Maximum life: +40.00 Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Healing mod.: +17% Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. spiritwalker's rough leather belt of burglary (Around waist)] spiritwalker's rough leather belt of burglaryspiritwalker's rough leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +2(-) Mag / +4(-) Cun / +6(-) Lck Trap disarming bonus: +5 (-) Stealth bonus: +6 (-) Mana each turn: +0.14 (-) Maximum mana: +22.00 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In main hand | [vs. shimmering yew magestaff of channeling (120% power, 4 apr, lightning element) (In main hand, 1 of 2)] shimmering yew magestaff of channeling (120% power, 4 apr, lightning element)shimmering yew magestaff of channeling (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +20%(-) lightning Talents granted: +1.00(-) Command Staff Mana each turn: +0.25 (-) Maximum mana: +50.00 (-) Spellpower: +19 (+6 eff.) (-) Spell crit. chance: +3% (-) It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 28 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. steady rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] steady rough leather gloves of magic (+3) (0 def, 1 armour)steady rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Mag Changes damage: +3%(-) arcane Physical save: +5 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +21% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. dreamer's woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)] dreamer's woollen robe of alchemy (0 def, 0 armour)dreamer's woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11%(-) acid / +12%(-) physical / +12%(-) darkness / +10%(-) cold / +14%(-) mind / +11%(-) fire Changes damage: +7%(-) acid / +7%(-) physical / +7%(-) cold / +7%(-) fire Talents cooldown: Refit Golem (-2(-) turns) Physical save: +11 (+6 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +21 (+10 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
| Cloak | [vs. Wrap of Stone (0 def, 10 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (-) Armour Hardiness: +15% (-) Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.10(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+2 eff.) (-) It can be used to activate talent Stone Wall (costing 55 power out of 60/60) : Effective talent level: 1.2 Power cost: 55 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 109.27 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | [vs. wanderer's steel amulet (Around neck)] wanderer's steel amuletwanderer's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Dex / +4(-) Cun / +4(-) Con Life regen: +0.40 (-) Stamina each turn: +0.40 (-) Movement speed: +10% (-) Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 13 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. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 309 over 5 turns)] (on body)] regeneration infusion of the titan (heal 309 over 5 turns)regeneration infusion of the titan (heal 309 over 5 turns) 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309(-35) life over 5(-) turns. Its effects scale with your -Magic, +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. |
sun infusion of the titan (rad 6; power 48; turns 3; dispels darkness) sun infusion of the titan (rad 6; power 48; turns 3; dispels darkness)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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 3 turns. 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. |
manasurge rune of the titan (1050% regen over 10 turns; 52 instant mana) manasurge rune of the titan (1050% regen over 10 turns; 52 instant mana)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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1050% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 79) teleportation rune of the wizard (range 79)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns) Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 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. |
[vs. wanderer's steel amulet (Around neck)] Daimuleg the steel amuletDaimuleg the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 8 mind Changes stats: +0(-3) Dex / +6 Wil / +0(-4) Cun / +0(-4) Con Changes resistances: +12% mind Confusion immunity: +26% Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Mindpower: +6 (+3 eff.) Infravision radius: +2 See invisible: +6 Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. wanderer's steel amulet (Around neck)] Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Effects when hit in melee: * 30% chance to blind Changes stats: +0(-3) Dex / +0(-4) Cun / +0(-4) Con Changes resistances: +25% light Changes damage: +12% light Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Light radius: +1 Movement speed: +0% (-10%) It can be used to create a reflective shield (50% reflection rate, 256 strength, based on Magic) for 5 turns, costing 22 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. |
[vs. Vargh Redemption (On fingers, 1 of 2)] copper ring of arcana(+0.12/turn)copper ring of arcana(+0.12/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Silence immunity: +20% Mana each turn: +0.12 Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] DaimelemasDaimelemas Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +24%(+14%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold / +12% nature / +12% arcane Spell save: +12 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 (+60.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Spellpower: +4 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of channeling (120% power, 4 apr, lightning element) (In main hand, 1 of 2)] Aerildil the Morningquell (152% power, 2 apr)Aerildil the Morningquell (152% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% (+32%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-2) Crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 2) on crit: +8 nature / +4 light When wielded/worn: Damage when hit (Melee): 20 light Changes resistances penetration: +15% nature Changes damage: +3% light / +0%(-20%) lightning Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.25) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-19 (-6 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of channeling (120% power, 4 apr, lightning element) (In main hand, 1 of 2)] Anmalice (158% power, 20 apr)Anmalice (158% power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% (+38%) Range: 1.4x (+0.2x) Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 (+16) Crit. chance: +7.0% (+3.5%) Attack speed: 100% (-) On weapon hit: + torments the target with many mental effects On weapon kill: + reduces mental save penalty When wielded/worn: Changes damage: +8% mind / +0%(-20%) lightning Talent granted: +0(+-1) Command Staff Mental save: -30 (-18 eff.) Mana each turn: +0.00 (-0.25) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-19 (-6 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +9 (+5 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of channeling (120% power, 4 apr, lightning element) (In main hand, 1 of 2)] Shantiz the Stormblade (111% power, 20 apr)Shantiz the Stormblade (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (-9%) Range: 1.3x (+0.1x) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+16) Crit. chance: +10.0% (+6.5%) Attack speed: 100% (-) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Changes damage: +0%(-20%) lightning Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.25) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-19 (-6 eff.)) Spell crit. chance: +0% (-3%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. dreamer's woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)] prismatic mummy wrappings of command (12 def, 6 armour)prismatic mummy wrappings of command (12 def, 6 armour) Requires: - Dexterity 15 Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+12 eff.) Fatigue: +2% Changes stats: +3 Cun Changes resistances: +0%(-11%) acid / +0%(-12%) physical / +12% light / +0%(-10%) cold / -25%(-36%) fire / +0%(-14%) mind / +14%(+2%) darkness Changes damage: +0%(-7%) acid / +0%(-7%) physical / +0%(-7%) cold / +0%(-7%) fire Talent cooldown: Refit Golem ((+0(+2) turn) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +17 (+8 eff.) (-4 (-2 eff.)) Decaying mummy wrappings. Tap to cycle through comparison choices |
[vs. dreamer's woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+12 eff.) Damage when hit (Melee): 10 cold Changes resistances: +0%(-11%) acid / +0%(-12%) physical / +0%(-12%) darkness / +15%(+5%) cold / +0%(-14%) mind / +0%(-11%) fire Changes resistances penetration: +8% cold Changes damage: +0%(-7%) acid / +10%(+3%) cold / +0%(-7%) fire / +0%(-7%) physical Talent mastery: +0.10 Spell / Water Talent cooldown: Refit Golem ((+0(+2) turn) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. Tap to cycle through comparison choices |
[vs. dreamer's woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)] Vestments of the Conclave (0 def, 0 armour)Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes resistances: +0%(-11%) acid / +0%(-12%) physical / +0%(-12%) darkness / +0%(-10%) cold / +0%(-14%) mind / +0%(-11%) fire Changes damage: +0%(-7%) acid / +0%(-7%) physical / +0%(-7%) fire / +10% arcane / +0%(-7%) cold Talent cooldown: Refit Golem ((+0(+2) turn) Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. Tap to cycle through comparison choices |
[vs. Wrap of Stone (0 def, 10 armour) (Cloak)] enveloping linen cloak of Iron Throne (7 def, 0 armour)enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +7 (+7 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Physical save: +5 (+2 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of hardened leather boots 'Dagomas' (0 def, 10 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-9) Defense: +2 (+2 eff.) Fatigue: +2% (-1%) Damage when hit (Melee): 0(-12) blight Changes stats: +3 Cun Changes resistances: +0%(-15%) blight Changes resistances penetration: +0%(-15%) mind Changes damage: +0%(-21%) mind / +0%(-9%) blight Talent mastery: +0.20 Cunning / Survival Infravision radius: +0 (-3) It can be used to boost speed by 29% (based on Cunning), costing 46 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. |
[vs. pair of hardened leather boots 'Dagomas' (0 def, 10 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-9) Defense: +2 (+2 eff.) Fatigue: +2% (-1%) Damage when hit (Melee): 0(-12) blight Changes stats: +4 Cun Changes resistances: +0%(-15%) blight Changes resistances penetration: +0%(-15%) mind Changes damage: +0%(-21%) mind / +0%(-9%) blight Stealth bonus: +10 Infravision radius: +0 (-3) Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. eldritch cashmere wizard hat (2 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning Mana each turn: +0.00 (-1.50) Mana when hit: +0.00 (-1.70) Maximum mana: +0.00 (-56.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) It can be used to activate talent Call Lightning (costing 19 power out of 30/30) : Effective talent level: 1.0 Power cost: 19 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.77 to 89.31 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
[vs. eldritch cashmere wizard hat (2 def, 0 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) Mana each turn: +0.00 (-1.50) Mana when hit: +0.00 (-1.70) Maximum mana: +0.00 (-56.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. 165 alchemist agate (Quiver)] 5 alchemist citrine5 alchemist citrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
[vs. Velulranor the alchemist's lamp (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage when hit (Melee): 0(-16) mind Changes stats: +0(-2) Mag Changes resistances: +30% light Changes resistances penetration: +0%(-10%) blight Changes damage: +10% light Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Psi when hit: +0.00 (-0.08) Spellpower: +0 (+0 eff.) (-4 (-1 eff.)) Spell crit. chance: +0% (-4%) Mental crit. chance: +0% (-2%) Light radius: +4 (-3) Healing mod.: +10% It can be used to call light (77 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Telekinetic Core (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +4% blight / +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Telekinetic Core (Tool)] woodsman's iron pickaxe (dig speed 40 turns)woodsman's iron pickaxe (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +1 Str / +0(-5) Wil Changes resistances: +11% nature / +0%(-5%) physical Changes damage: +6% nature / +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Telekinetic Core (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +5(-) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) (+2 (+1 eff.)) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 19 power out of 25/25) : Effective talent level: 3.0 Power cost: 19 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. Telekinetic Core (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Defense: +5 (+5 eff.) Changes stats: +5 Lck / +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Trap disarming bonus: +5 Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)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 185 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Ynss the Cornac Alchemist level 15
17th Dusk 122nd year of Ascendancy at 03:45 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ynss the Cornac Alchemist level 16
29th Dusk 122nd year of Ascendancy at 15:15 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Ynss the Cornac Alchemist level 16
33rd Dusk 122nd year of Ascendancy at 19:09 see stats
Exterminator
Killed 1000 creatures.By Ynss the Cornac Alchemist level 19
38th Dusk 122nd year of Ascendancy at 16:47 see stats
Level 10
Got a character to level 10.By Ynss the Cornac Alchemist level 10
8th Mirth 122nd year of Ascendancy at 00:16 see stats
Level 20
Got a character to level 20.By Ynss the Cornac Alchemist level 20
63rd Dusk 122nd year of Ascendancy at 07:53 see stats
Poisonous
Sided with the assassin lord.By Ynss the Cornac Alchemist level 22
22nd Haze 122nd year of Ascendancy at 17:34 see stats
Size matters
Did over 600 damage in one attack.By Ynss the Cornac Alchemist level 19
62nd Dusk 122nd year of Ascendancy at 10:22 see stats
The Arena
Unlocked Arena mode.By Ynss the Cornac Alchemist level 11
1st Flare 122nd year of Ascendancy at 09:27 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Ynss the Cornac Alchemist level 14
14th Dusk 122nd year of Ascendancy at 08:07 see stats
The secret city
Discovered the truth about mages.By Ynss the Cornac Alchemist level 11
8th Flare 122nd year of Ascendancy at 19:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ynss the Cornac Alchemist level 20
68th Dusk 122nd year of Ascendancy at 13:30 see stats
Log
Ynss deactivates Living Lightning.
Ynss deactivates Lightning Infusion.
You are unable to move!
Lightning Infusion is still on cooldown for 30 turns.
Oozing horror is pulled in!
Ynss hits Oozing horror for 44 physical damage.
Mana Clash hits Ynss for 0 arcane damage.
Oozing horror's nature slow area effect hits Ynss for 32 nature damage.
Grappled from Oozing horror hits Ynss for 11 physical damage.
Mana Clash hits Ynss for 2 arcane, 1 arcane (2 total damage).
Strangle Hold from Oozing horror hits Ynss for 25 nature damage.
Ynss hits Oozing horror for 44 physical damage.
Oozing horror is invigorated by the attack!
Oozing horror resists the mind attack!
Ynss hits Oozing horror for 9 blight, 8 mind (17 total damage).
Oozing horror's nature slow area effect hits Ynss for 32 nature damage.
Oozing horror hits Ynss for 53 nature damage.
Mana Clash hits Ynss for 0 arcane, 2 arcane (2 total damage).
Grappled from Oozing horror hits Ynss for 11 physical damage.
Mana Clash hits Ynss for 2 arcane, 1 arcane (2 total damage).
Strangle Hold from Oozing horror hits Ynss for 25 nature damage.
Ynss uses Infusion: Regeneration.
Ynss starts regenerating health quickly.
Oozing horror performs a melee critical strike against Ynss!
Oozing horror is invigorated by the attack!
Oozing horror resists the mind attack!
Saving game...
