
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 39 / 1% |
Size | small |
Lifes / Deaths | Killed by stone troll at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:24 / 89Killed by Mayanne the red crystal at level 11 on the 53rd Dusk 122nd year of Ascendancy at 11:28 Killed by Assassin Lord at level 11 on the 77th Dusk 122nd year of Ascendancy at 11:41 Killed by thief at level 12 on the 77th Dusk 122nd year of Ascendancy at 15:39 Killed by mountain troll thunderer at level 12 on the 4th Haze 122nd year of Ascendancy at 20:38 Killed by mountain troll thunderer at level 12 on the 4th Haze 122nd year of Ascendancy at 21:34 Killed by fire drake at level 13 on the 5th Haze 122nd year of Ascendancy at 12:39 Killed by Arirarina the brecklorn at level 16 on the 13rd Haze 122nd year of Ascendancy at 23:27 Killed by gigantic gravity worm at level 17 on the 20th Haze 122nd year of Ascendancy at 08:42 Killed by snow giant thunderer at level 21 on the 68th Regrowth 123rd year of Ascendancy at 13:31 Killed by snow giant boulder thrower at level 21 on the 69th Regrowth 123rd year of Ascendancy at 07:29 Killed by snow giant boulder thrower at level 21 on the 69th Regrowth 123rd year of Ascendancy at 08:21 Killed by Lisybregawen the snow giant chieftain at level 21 on the 69th Regrowth 123rd year of Ascendancy at 09:43 Killed by Lisybregawen the snow giant chieftain at level 21 on the 69th Regrowth 123rd year of Ascendancy at 10:29 Killed by war bear at level 22 on the 26th Pyre 123rd year of Ascendancy at 20:05 Killed by Aletta Soultorn at level 24 on the 72nd Dusk 123rd year of Ascendancy at 09:40 Killed by Arileba the ghoul at level 24 on the 74th Dusk 123rd year of Ascendancy at 16:35 Killed by Ce'Nedhetira the umbral horror at level 25 on the 79th Dusk 123rd year of Ascendancy at 20:23 Killed by orc cryomancer at level 25 on the 1st Haze 123rd year of Ascendancy at 00:25 Killed by The Master at level 25 on the 25th Haze 123rd year of Ascendancy at 00:57 Killed by multi-hued drake at level 25 on the 27th Haze 123rd year of Ascendancy at 01:44 Killed by armoured skeleton warrior at level 25 on the 27th Haze 123rd year of Ascendancy at 03:21 Killed by skeleton warrior at level 25 on the 27th Haze 123rd year of Ascendancy at 05:08 Killed by skeleton mage at level 25 on the 27th Haze 123rd year of Ascendancy at 06:17 Killed by The Master at level 25 on the 27th Haze 123rd year of Ascendancy at 09:18 Killed by skeleton warrior at level 25 on the 27th Haze 123rd year of Ascendancy at 10:34 Killed by skeleton mage at level 26 on the 27th Haze 123rd year of Ascendancy at 21:31 Killed by armoured skeleton warrior at level 27 on the 28th Haze 123rd year of Ascendancy at 09:52 Killed by Aragatira the heavy bone giant's temporal clone at level 27 on the 26th Regrowth 124th year of Ascendancy at 19:05 Killed by Nerurin the bone giant at level 27 on the 26th Regrowth 124th year of Ascendancy at 22:19 Killed by Celia at level 28 on the 27th Regrowth 124th year of Ascendancy at 18:29 Killed by Ce'Narin the mountain troll thunderer at level 29 on the 61st Regrowth 124th year of Ascendancy at 09:20 Killed by orc high pyromancer at level 32 on the 6th Flare 124th year of Ascendancy at 19:14 Killed by orc high pyromancer at level 32 on the 6th Flare 124th year of Ascendancy at 20:30 Killed by orc necromancer at level 32 on the 6th Flare 124th year of Ascendancy at 21:32 Killed by orc high pyromancer at level 32 on the 6th Flare 124th year of Ascendancy at 22:35 Killed by orc high cryomancer at level 32 on the 3rd Dusk 124th year of Ascendancy at 03:48 Killed by orc high pyromancer at level 32 on the 3rd Dusk 124th year of Ascendancy at 19:31 Killed by orc high pyromancer at level 32 on the 10th Dusk 124th year of Ascendancy at 22:51 Killed by orc necromancer at level 32 on the 19th Dusk 124th year of Ascendancy at 10:52 Killed by orc necromancer at level 32 on the 24th Dusk 124th year of Ascendancy at 19:11 Killed by orc necromancer at level 32 on the 24th Dusk 124th year of Ascendancy at 20:15 Killed by orc necromancer at level 32 on the 25th Dusk 124th year of Ascendancy at 14:06 Killed by orc high pyromancer at level 32 on the 27th Dusk 124th year of Ascendancy at 06:11 Killed by orc high cryomancer at level 32 on the 32nd Dusk 124th year of Ascendancy at 18:57 Killed by orc high pyromancer at level 32 on the 32nd Dusk 124th year of Ascendancy at 22:08 Killed by orc cryomancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 02:30 Killed by orc cryomancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 03:06 Killed by orc pyromancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 04:01 Killed by orc soldier at level 32 on the 33rd Dusk 124th year of Ascendancy at 06:13 Killed by orc high cryomancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 07:39 Killed by orc high pyromancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 08:42 Killed by orc high pyromancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 09:50 Killed by orc high pyromancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 11:05 Killed by orc pyromancer at level 32 on the 33rd Dusk 124th year of Ascendancy at 15:41 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 01:52 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 03:07 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 03:21 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 04:21 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 05:22 Killed by orc cryomancer at level 32 on the 34th Dusk 124th year of Ascendancy at 05:30 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 05:57 Killed by overpowered greater multi-hued wyrm at level 32 on the 34th Dusk 124th year of Ascendancy at 06:51 Killed by orc cryomancer at level 32 on the 34th Dusk 124th year of Ascendancy at 10:27 Killed by Emeth the grizzly bear at level 33 on the 69th Dusk 124th year of Ascendancy at 14:29 Killed by Borius, Avatar of Bearness at level 33 on the 74th Dusk 124th year of Ascendancy at 01:44 Killed by Kor's Fury at level 33 on the 4th Haze 124th year of Ascendancy at 06:34 Killed by Kor's Fury at level 33 on the 4th Haze 124th year of Ascendancy at 09:09 Killed by Kor's Fury at level 33 on the 4th Haze 124th year of Ascendancy at 11:17 Killed by Pale Drake at level 35 on the 62nd Haze 124th year of Ascendancy at 13:11 Killed by Pale Drake at level 35 on the 62nd Haze 124th year of Ascendancy at 13:50 Killed by Pale Drake at level 35 on the 62nd Haze 124th year of Ascendancy at 14:53 Killed by Pale Drake at level 35 on the 62nd Haze 124th year of Ascendancy at 16:10 Killed by Adygassra the skeleton archer at level 36 on the 18th Regrowth 125th year of Ascendancy at 04:34 Killed by runed bone giant at level 36 on the 18th Regrowth 125th year of Ascendancy at 21:54 Killed by The Shade of Telos at level 37 on the 19th Regrowth 125th year of Ascendancy at 12:17 Killed by skeleton magus at level 37 on the 19th Regrowth 125th year of Ascendancy at 13:29 Killed by skeleton magus at level 37 on the 19th Regrowth 125th year of Ascendancy at 14:44 Killed by The Shade of Telos at level 37 on the 19th Regrowth 125th year of Ascendancy at 16:23 Killed by The Shade of Telos at level 37 on the 19th Regrowth 125th year of Ascendancy at 17:50 Killed by The Shade of Telos at level 37 on the 19th Regrowth 125th year of Ascendancy at 18:48 Killed by greater multi-hued wyrm at level 37 on the 21st Regrowth 125th year of Ascendancy at 21:35 Killed by multi-hued drake at level 37 on the 21st Regrowth 125th year of Ascendancy at 22:22 Killed by Tannen at level 37 on the 23rd Regrowth 125th year of Ascendancy at 15:30 Killed by Drolem at level 37 on the 23rd Regrowth 125th year of Ascendancy at 16:26 Killed by Betutha the rotting mummy at level 38 on the 28th Regrowth 125th year of Ascendancy at 07:10 Killed by Betutha the rotting mummy at level 38 on the 28th Regrowth 125th year of Ascendancy at 09:21 Killed by Betutha the rotting mummy at level 38 on the 28th Regrowth 125th year of Ascendancy at 11:07 Killed by Betutha the rotting mummy at level 38 on the 28th Regrowth 125th year of Ascendancy at 14:12 |
Antimagic | Follower |
Primary Stats
Strength | 25 (base 15) |
Dexterity | 70 (base 56) |
Constitution | 55 (base 44) |
Magic | 10 (base 10) |
Willpower | 35 (base 20) |
Cunning | 78 (base 45) |
Resources
Life | 1186/1186 |
Stamina | 296/302 |
Equilibrium | 0 |
Healing Factor | 1.76 |
Regeneration | 7.48 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 67.613172453252 |
See Invisible | 67.613172453252 |
Offense: Mainhand
Damage | 80 |
Accuracy | 66 |
Crit Chance | 52% |
APR | 39 |
Speed | 0.90 |
Offense: Offhand
Damage | 60 |
Accuracy | 66 |
Crit Chance | 43% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
All | 0% |
Physical | +11% |
Mind | +19% |
Nature | +5% |
Offense: Damage Penetration
Physical | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (90.376569037657%) |
Defense | 69 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 25 |
Mental Save | 38 |
Defense: Resistances
Blight | + 52%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 26%( 70%) |
All | + 7%( 70%) |
Darkness | + 13%( 70%) |
Physical | + 9%( 70%) |
Mind | + 13%( 70%) |
Fire | + 10%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Bleed Resistance | 50% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 67% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 3 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.00 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
beneficial effect | Parrying melee and ranged attacks: Has a 70% chance to deflect up to 21 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by wretchling. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved mental save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by red crystal. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton magus. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 264. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +4 Con / +4 Wil Changes resistances: +12% blight Changes resistances penetration: +20% physical Changes damage: +9% mind Teleport immunity: +20% Maximum life: +100.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 122.85 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% mind / +5% arcane Poison immunity: +15% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Activation puts all charms on cooldown for 18 turns. When used: * Regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +3 Cun / +6 Con Physical save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% nature / +16% blight Poison immunity: +32% Disease immunity: +27% Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.6 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Armour: +6 Changes resistances: +6% darkness / +3% fire Changes damage: +6% lightning Critical mult.: +12.00% Spell save: +15 (+8 eff.) Disease immunity: +10% Knockback immunity: +10% Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +6 Defense: +18 (+5 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Str Physical save: +9 (+3 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +2 Str Changes resistances: +2% physical Changes damage: +6% physical Physical save: +6 (+2 eff.) Life regen: +4.00 Stamina each turn: +1.40 Only die when reaching: -80.00 life A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 10 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 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. |
![]() 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 290.00 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 spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Changes resistances: +6% physical Grants telepathy: Dragon Humanoid/Orc Critical mult.: +18.00% Maximum life: +80.00 Infravision radius: +3 Amulets can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 53 power out of 60/60) : Effective talent level: 2.0 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent mastery: +0.29 Technique / Combat techniques Physical save: +16 (+5 eff.) Spell save: +14 (+7 eff.) Mental save: +16 (+6 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +3 Con Blindness immunity: +30% Life regen: +0.50 Stamina each turn: +0.60 Infravision radius: +2 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +5 Wil Mental save: +10 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +13 blight Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +20 darkness When wielded/worn: Changes stats: +5 Wil Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +15 (+6 eff.) Maximum hate: +8.00 Mental crit. chance: +7% Sharp, short and deadly. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +20 Crit. chance: +10.0% 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 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. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 40.0 - 52.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Defense: +20 (+5 eff.) Changes stats: +7 Dex Changes resistances: +5% physical Maximum stamina: +30.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (radius 2) on crit: +6 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +2% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +24 acid / +35 nature When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +20 Changes resistances penetration: +16% acid / +12% nature / +11% all Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 55% When wielded/worn: Armour penetration: +11 Physical crit. chance: +9.0% Changes stats: +5 Dex Changes resistances penetration: +25% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Maximum stamina: +20.00 See invisible: +18 Sharp, short and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 53 power out of 60/60) : Effective talent level: 1.0 Power cost: 53 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 39 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+3 eff.) Fatigue: -4% Changes stats: +1 Str / +1 Dex Critical mult.: +15.00% Stamina each turn: +0.60 Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 125% Firing range: +8 Damage (Ranged): +10 nature When wielded/worn: Changes stats: +1 Con Changes resistances: +4% all Changes resistances penetration: +10% nature Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 120 life over 5 turns Activation puts all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Str / +9 Wil / +9 Con Maximum life: +46.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Str / +4 Dex / +5 Cun / +5 Con / +7 Lck Trap disarming bonus: +11 Stealth bonus: +9 Physical save: +10 (+3 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Con Changes resistances: +6% lightning / +6% fire / +18% darkness / +3% nature Changes resistances penetration: +20% darkness Changes damage: +20% darkness / +6% lightning Stealth bonus: +20 Maximum life: +97.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Changes stats: +3 Dex / +5 Mag / +6 Cun / +10 Con Changes damage: +18% nature Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 15.00% Poison immunity: +31% Disease immunity: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +8% lightning / +9% temporal / +6% mind Changes resistances penetration: +25% physical Life regen: +0.80 Maximum stamina: +15.00 A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+4 eff.) Changes stats: +7 Dex / +3 Wil / +5 Con Changes resistances penetration: +7% physical Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +4 Con Changes resistances: +9% blight / +5% arcane Physical save: +15 (+5 eff.) Mental save: +17 (+6 eff.) Blindness immunity: +20% Life regen: +4.00 Psi when hit: +0.28 Hate when firing a critical mind attack: +5.00 Maximum life: +100.00 A pair of boots made of leather. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 mind Changes stats: +3 Wil / +2 Cun / +6 Con Changes resistances: +7% mind Changes damage: +8% mind When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +10 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 8 physical Changes resistances: +5% arcane / +15% cold Changes damage: +10% physical Reduces incoming crit damage: 15.00% Spell save: +12 (+6 eff.) Blindness immunity: +20% Cut immunity: +20% Maximum life: +100.00 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +12 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 16% chance to reduce effective powers by 20% * 17 arcane resource burn Spell save: +8 (+4 eff.) When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to reduce effective powers by 20% * 24 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+5 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 31 power out of 35/35) : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +2 Wil / +3 Cun Changes resistances: +6% blight Mental save: +6 (+3 eff.) A cap made of leather. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 87 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 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 and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 70% Dex, 50% Cun Damage type: Lightning Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +4 temporal Damage (radius 1) on hit: +12 lightning / +20 temporal Damage (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 70% Dex, 50% Cun Damage type: Lightning Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 40% chance to reduce damage dealt by 23% * 40% chance to daze at end of turn Damage (Ranged): +8 lightning / +9 temporal / +20 darkness / +10 nature Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +11% Unnatural Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 490 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aurelbka the Halfling Rogue level 27
30th Haze 123rd year of Ascendancy at 19:27 see stats
By Aurelbka the Halfling Rogue level 27
6th Allure 124th year of Ascendancy at 06:19 see stats
By Aurelbka the Halfling Rogue level 32
77th Pyre 124th year of Ascendancy at 14:27 see stats
By Aurelbka the Halfling Rogue level 32
34th Dusk 124th year of Ascendancy at 01:46 see stats
By Aurelbka the Halfling Rogue level 22
73rd Pyre 123rd year of Ascendancy at 09:02 see stats
By Aurelbka the Halfling Rogue level 38
23rd Regrowth 125th year of Ascendancy at 20:00 see stats
By Aurelbka the Halfling Rogue level 31
73rd Pyre 124th year of Ascendancy at 01:54 see stats
By Aurelbka the Halfling Rogue level 22
61st Pyre 123rd year of Ascendancy at 03:43 see stats
By Aurelbka the Halfling Rogue level 33
74th Dusk 124th year of Ascendancy at 02:02 see stats
By Aurelbka the Halfling Rogue level 18
61st Haze 122nd year of Ascendancy at 22:46 see stats
By Aurelbka the Halfling Rogue level 29
68th Regrowth 124th year of Ascendancy at 07:53 see stats
By Aurelbka the Halfling Rogue level 37
19th Regrowth 125th year of Ascendancy at 21:17 see stats
By Aurelbka the Halfling Rogue level 17
15th Haze 122nd year of Ascendancy at 14:15 see stats
By Aurelbka the Halfling Rogue level 27
9th Regrowth 124th year of Ascendancy at 13:05 see stats
By Aurelbka the Halfling Rogue level 28
49th Regrowth 124th year of Ascendancy at 12:44 see stats
By Aurelbka the Halfling Rogue level 23
78th Pyre 123rd year of Ascendancy at 02:18 see stats
By Aurelbka the Halfling Rogue level 10
9th Dusk 122nd year of Ascendancy at 02:03 see stats
By Aurelbka the Halfling Rogue level 20
66th Regrowth 123rd year of Ascendancy at 16:50 see stats
By Aurelbka the Halfling Rogue level 30
68th Regrowth 124th year of Ascendancy at 07:53 see stats
By Aurelbka the Halfling Rogue level 32
42nd Dusk 124th year of Ascendancy at 08:23 see stats
By Aurelbka the Halfling Rogue level 30
68th Regrowth 124th year of Ascendancy at 19:19 see stats
By Aurelbka the Halfling Rogue level 8
9th Mirth 122nd year of Ascendancy at 01:37 see stats
By Aurelbka the Halfling Rogue level 8
1st Summertide 122nd year of Ascendancy at 05:56 see stats
By Aurelbka the Halfling Rogue level 33
55th Dusk 124th year of Ascendancy at 01:06 see stats
By Aurelbka the Halfling Rogue level 18
30th Regrowth 123rd year of Ascendancy at 07:51 see stats
By Aurelbka the Halfling Rogue level 23
51st Dusk 123rd year of Ascendancy at 01:02 see stats
By Aurelbka the Halfling Rogue level 16
14th Haze 122nd year of Ascendancy at 15:44 see stats
By Aurelbka the Halfling Rogue level 25
27th Haze 123rd year of Ascendancy at 11:04 see stats
Log
Aurelbka hits Slimy ooze for 91 physical damage.
Aurelbka killed Slimy ooze!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Exploratory Farportal exit here (press '' or right click to use).
There is a Exploratory Farportal exit here (press '' or right click to use).
Your rod of recall shakes, a portal appears beneath you.
Ran for 2 turns (stop reason: interesting terrain).
There is a Exploratory Farportal exit here (press '' or right click to use).
You gain 0.27 gold from the transmogrification of pouch of stralite shots of crippling (19/19, 40.5-48.6 power, 5 apr).
You gain 1.32 gold from the transmogrification of rejuvenating reinforced leather armour of the deep (12 def, 10 armour).
You gain 0.22 gold from the transmogrification of reinforced leather armour of natural resilience (12 def, 7 armour).
You gain 0.33 gold from the transmogrification of cleansing drakeskin leather armour of lightning resistance (20 def, 8 armour).
You gain 0.46 gold from the transmogrification of augmenting cashmere wizard hat (2 def, 0 armour).
You gain 0.74 gold from the transmogrification of brawler's hardened leather gloves of dexterity (+4) (0 def, 2 armour).
You gain 0.32 gold from the transmogrification of spellcowled cashmere cloak of protection (2 def, 0 armour).
You gain 0.43 gold from the transmogrification of reinforced hardened leather belt of transcendence.
You gain 0.35 gold from the transmogrification of arcing stralite waraxe of daylight (34.5-48.3 power, 5 apr).
You gain 0.45 gold from the transmogrification of pulsing mindstar of flames (13-14.3 power, 32 apr, nature damage).
You gain 0.56 gold from the transmogrification of stralite dagger of evisceration (29-37.7 power, 9 apr).
You gain 0.52 gold from the transmogrification of balanced stralite dagger of erosion (27-35.1 power, 9 apr).
You gain 0.20 gold from the transmogrification of shielding rune of the wizard (absorb 217; dur 5; cd 14).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.