









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 55 / 14% |
| Size | small |
| Lifes / Deaths | Killed by Animated ash starstaff of wizardry at level 14 on the 9th Mirth 122nd year of Ascendancy at 06:33 0 / 7Killed by Sleeping Xeryyawe at level 14 on the 9th Mirth 122nd year of Ascendancy at 19:31 Killed by Sleeping Xeryyawe at level 14 on the 9th Mirth 122nd year of Ascendancy at 19:55 Killed by The Shade of Telos at level 28 on the 5th Dusk 122nd year of Ascendancy at 16:05 Killed by Grand Corruptor at level 36 on the 19th Dusk 122nd year of Ascendancy at 21:38 Killed by Vorynne the giant blue ant at level 37 on the 21st Dusk 122nd year of Ascendancy at 23:33 Killed by Yedoo's Inner Demon at level 46 on the 40th Dusk 122nd year of Ascendancy at 09:58 |
Primary Stats
| Strength | 49.817091048378 (base 29) |
| Dexterity | 48.634182096757 (base 17) |
| Constitution | 71.634182096757 (base 60) |
| Magic | 31.817091048378 (base 21) |
| Willpower | 125.63418209676 (base 60) |
| Cunning | 103.63418209676 (base 65) |
Resources
| Life | 1022/1022 |
| Hate | 53/100 |
| Healing Factor | 1.3500153124032 |
| Regeneration | 8.4375957025202 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +121.21248138644% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 15 |
| See Invisible | 22.634182096757 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 62 |
| Crit Chance | 36% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 62 |
| Crit Chance | 36% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +10% |
| Physical | +29% |
| Cold | +35% |
| All | 0% |
| Lightning | +10% |
| Light | +15% |
| Temporal | +9% |
| Mind | +35% |
| Darkness | +25% |
| Fire | +10% |
| Nature | +43% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
| Physical | +15% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 38 (60%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 2 |
| Physical Save | 53 |
| Spell Save | 46 |
| Mental Save | 63 |
Defense: Resistances
| Physical | + 49%( 74%) |
| Cold | + 60%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 39%( 70%) |
| Darkness | + 77%( 77%) |
| Mind | + 29%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 68%( 70%) |
Defense: Immunities
| Stun Resistance | 12% |
| Silence Resistance | 51% |
| Confusion Resistance | 99% |
| Fear Resistance | 32% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 291 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Shadows | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Cursed / Force of will | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Gestures | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Shadows Empathy |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.8)Penalty : Fractured Sanity: -14% Mind Resistance, -19% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 88% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 9.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +11 Darkness Resistance, +7% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Guarding against melee damage: Will dismiss up to 28 damage from the next 2.3 attack(s) with a 11% chance to counterattack. Guarded |
| detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.8)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 43% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 76 mind and 70 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 120 Mind damage, and deal 111 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
All foes have the multiply talent! Infinite Dungeon Challenge (Level 10): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 13): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 14): Near SightedYou completed the challenge and received: Random Artifact: Mayitira (Madness) (6 def, 4 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (233)Turns left: 102 You completed the challenge and received: Random Artifact: Glimmerstoker (Misfortune) (0 def, 4 armour, 36.5 block) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 17): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): Exterminator | active |
Wake up and kill the dreaming horror boss 'Xanassra the dreaming horror'. Infinite Dungeon Challenge (Level 24): Dream HunterYou completed the challenge and received: Random Artifact: Eilinorenne (Nightmares) (12-18 power, 3 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 26): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: Random Artifact: Cinderfeet (Misfortune) (3 def, 5 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 314 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 29): Rush Hour (314)Turns left: 172 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 30): Rush Hour (191)Turns left: 74 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 32): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 33): MultiplicityTurns left: 0 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 35): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: Random Artifact: Deepsquencher (Madness) (1 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 278 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 37): Rush Hour (278)Turns left: 100 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 39): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (194)Turns left: 114 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): ExterminatorYou completed the challenge and received: Random Artifact: Great Caller (Madness) (10-11 power, 18 apr, nature damage) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 42): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 425 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 48): Rush Hour (425)Turns left: 160 You completed the challenge and received: Random Artifact: Coral Spray (Nightmares) (8 def, 8 armour, 48 block) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 50): Rush Hour (260)Turns left: 145 You completed the challenge and received: Random Artifact: Nimbusgore (Corpses) | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 51): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 55): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): Exterminator | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Frost Treads (Shrouds) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 163, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 408.75 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Eye of the Forest (Misfortune) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 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 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Misfortune It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. 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. |
| On hands | hardened leather gloves 'Quenchrend' (Misfortune) (5 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +1 Dex / +2 Con Changes resistances: +9% cold / +6% temporal Changes resistances penetration: +5% physical Life regen: +1.00 Stamina each turn: +0.80 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic CoreInfused 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 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 146 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Ring of Growth (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Inertial Twine (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Nightmares This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | steel amulet 'Belywyn' (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +6 Fatigue: -5% Changes stats: +3 Str / +8 Dex / +3 Cun / +5 Con Changes damage: +9% temporal Life regen: +2.00 Stamina each turn: +0.70 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
| In main hand | Seeds of the Black Tree (Corpses) (17-19 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+5 eff.) Spell crit. chance: +12% Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Curse of Corpses This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
| Around waist | skylord's drakeskin leather belt of burglary (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +12 Dex / +6 Wil / +11 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +7 Physical save: +16 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+4 eff.) Infravision radius: +4 Curse of Madness A belt that goes around your waist. |
| In off hand | Core of the Forge (Madness) (24-26 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% 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: Accuracy: +10 (+4 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 5.4 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 67.50 mind damage, 55.00 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.00 mind and 4.89 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Cloak | thick linen cloak of the Shaloren (Madness) (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +10% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
movement infusion of the psychic (speed 793%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 793% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 415; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 415 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 25%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 37%; magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Earthen Beads (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% Curse of Shrouds It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 465 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fiery Choker (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Misfortune A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Mirror Shards (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Madness It can be used to create a reflective shield (50% reflection rate, 212 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
steel amulet of willpower (+4) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Curse of Misfortune Amulets make your neck look great! |
Isurevena the gold ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +2 Cun / +8 Con Changes resistances: +9% acid Changes damage: +9% physical Critical mult.: +15.00% Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +37% Maximum life: +35.00 Curse of Nightmares Rings make your fingers look great! |
Ring of Growth (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Singewake the stralite ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag / +8 Wil Changes resistances: +5% arcane Changes damage: +24% fire Spellpower: +8 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings make your fingers look great! |
Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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 Curse of Corpses It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.98 cold and 28.65 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Shrouds It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's steel ring of luminosity (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 11 light Changes stats: +4 Wil / +7 Mag Changes damage: +10% light Spellpower: +5 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
copper ring 'Mardazilalen' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes resistances penetration: +5% physical Changes damage: +9% blight Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Shrouds Rings make your fingers look great! |
gold ring 'Runodin' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Armour: +8 Changes stats: +4 Str Changes resistances: +3% temporal Changes damage: +3% blight Stamina each turn: +2.00 Only die when reaching: -80.00 life Curse of Shrouds Rings make your fingers look great! |
psionicist's steel ring of light (+20%) (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +4 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
savior's voratun ring of misery (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 42 Damage (Melee): 12 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 42 Damage (Ranged): 5 physical Changes stats: +7 Cun Physical save: +11 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
solipsist's stralite ring of life (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Life regen: +13.00 Maximum life: +52.00 Mindpower: +7 (+2 eff.) Healing mod.: +15% Curse of Madness Rings make your fingers look great! |
steel ring 'Grinandur' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +3 Dex Changes resistances: +28% acid / +9% fire Changes damage: +11% acid Confusion immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Curse of Shrouds Rings make your fingers look great! |
steel ring 'Smearpower' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes resistances penetration: +5% darkness / +15% nature Changes damage: +11% lightning Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Cloudwhisper' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Changes stats: +8 Cun Changes resistances: +30% lightning / +15% cold Changes resistances penetration: +15% lightning / +15% fire Changes damage: +9% lightning / +15% fire Curse of Shrouds Rings make your fingers look great! |
warrior's copper ring of frost (+20%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% cold Changes damage: +10% cold Curse of Madness Rings make your fingers look great! |
hardened leather belt 'Umbranoon' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +9% cold / +12% fire Changes resistances penetration: +10% darkness Damage against: +19% Summoned Reduced damage from: +23% Summoned Reduces incoming crit damage: 15.00% Poison immunity: +20% Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Curse of Shrouds A belt that goes around your waist. |
noble's hardened leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Cun / +3 Wil Damage against: +20% Summoned Reduced damage from: +18% Summoned Curse of Nightmares A belt that goes around your waist. |
Jetquench the elven-silk cloak (Misfortune) (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+11 eff.) Armour penetration: +7 Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 34% Damage when hit (Melee): 4 fire Changes resistances: +2% physical / +19% cold Changes resistances penetration: +25% physical Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Misfortune) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Misfortune Cunning and malice seem to emanate from this cloak. |
Robe of Force (Shrouds) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+5 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds It can be used to send out a range 5 beam of kinetic energy, dealing 94.35 to 117.94 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Blastkin (Shrouds) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Cun / +1 Con Changes resistances: +6% lightning Changes resistances penetration: +10% lightning / +5% fire Physical save: +11 (+4 eff.) Mental save: +13 (+3 eff.) Spellpower: +3 (+1 eff.) Movement speed: +25% Curse of Shrouds A pair of boots made of leather. |
Nightpiercer the pair of drakeskin leather boots (Misfortune) (11 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 (+5 eff.) Changes stats: +2 Str / +6 Cun / +9 Con Changes resistances: +9% blight / +3% darkness Changes resistances penetration: +15% darkness Physical save: +24 (+8 eff.) Mental save: +16 (+4 eff.) Confusion immunity: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Shoes of Moving Slowly (Nightmares) (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Nightmares It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
heroic drakeskin leather gloves of the iron hand (Madness) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Changes stats: +3 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +9 (+2 eff.) Disarm immunity: +46% Maximum life: +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chromatic Harness (Corpses) (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Corpses This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Corpses It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 60.01 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(168 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
watchleader's dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +32% Confusion immunity: +24% Maximum life: +55.00 Light radius: +10 See stealth: +16 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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) 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 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
Bringer of Doom
Killed a Bringer of Doom.By Yedoo the Yeek Doomed level 16
2nd Summertide 122nd year of Ascendancy at 15:14 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Yedoo the Yeek Doomed level 42
34th Dusk 122nd year of Ascendancy at 15:04 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Yedoo the Yeek Doomed level 41
29th Dusk 122nd year of Ascendancy at 21:58 see stats
Exterminator
Killed 1000 creatures.By Yedoo the Yeek Doomed level 21
6th Flare 122nd year of Ascendancy at 14:36 see stats
Fear me not!
Survived the Fearscape!By Yedoo the Yeek Doomed level 28
4th Dusk 122nd year of Ascendancy at 19:04 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Yedoo the Yeek Doomed level 14
9th Mirth 122nd year of Ascendancy at 20:41 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Yedoo the Yeek Doomed level 25
10th Flare 122nd year of Ascendancy at 11:44 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Yedoo the Yeek Doomed level 34
17th Dusk 122nd year of Ascendancy at 15:21 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Yedoo the Yeek Doomed level 43
37th Dusk 122nd year of Ascendancy at 18:42 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Yedoo the Yeek Doomed level 51
47th Dusk 122nd year of Ascendancy at 15:04 see stats
Level 10
Got a character to level 10.By Yedoo the Yeek Doomed level 10
1st Mirth 122nd year of Ascendancy at 16:04 see stats
Level 20
Got a character to level 20.By Yedoo the Yeek Doomed level 20
3rd Flare 122nd year of Ascendancy at 03:06 see stats
Level 30
Got a character to level 30.By Yedoo the Yeek Doomed level 30
7th Dusk 122nd year of Ascendancy at 21:37 see stats
Level 40
Got a character to level 40.By Yedoo the Yeek Doomed level 40
28th Dusk 122nd year of Ascendancy at 08:37 see stats
Level 50
Got a character to level 50.By Yedoo the Yeek Doomed level 50
44th Dusk 122nd year of Ascendancy at 21:33 see stats
Size is everything
Did over 1500 damage in one attack.By Yedoo the Yeek Doomed level 38
24th Dusk 122nd year of Ascendancy at 17:46 see stats
Size matters
Did over 600 damage in one attack.By Yedoo the Yeek Doomed level 25
10th Flare 122nd year of Ascendancy at 14:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Yedoo the Yeek Doomed level 30
9th Dusk 122nd year of Ascendancy at 07:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Yedoo the Yeek Doomed level 18
3rd Summertide 122nd year of Ascendancy at 16:24 see stats
Log
You gain 4.58 gold from the transmogrification of impenetrable iron mail armour of Eyal (Shrouds) (2 def, 12 armour).
You gain 7.01 gold from the transmogrification of fortifying voratun mail armour of temporal resistance (Misfortune) (5 def, 10 armour).
You gain 21.34 gold from the transmogrification of Radhugorn the voratun mail armour (Madness) (5 def, 15 armour).
You gain 1.28 gold from the transmogrification of miner's voratun helm (Corpses) (0 def, 10 armour).
You gain 10.99 gold from the transmogrification of eldritch elven-silk wizard hat of balance (Shrouds) (3 def, 0 armour).
You gain 16.79 gold from the transmogrification of Poxenvy (Nightmares) (3 def, 0 armour).
You gain 6.88 gold from the transmogrification of heroic voratun gauntlets of dexterity (+4) (Misfortune) (0 def, 8 armour).
You gain 7.86 gold from the transmogrification of alchemist's dwarven-steel gauntlets of archery (Shrouds) (0 def, 2 armour).
You gain 4.20 gold from the transmogrification of scholar's pair of drakeskin leather boots of phasing (Misfortune) (0 def, 5 armour).
You gain 0.27 gold from the transmogrification of elven-silk robe (Nightmares) (0 def, 0 armour).
You gain 3.25 gold from the transmogrification of voratun waraxe of torment (Misfortune) (38-54 power, 6 apr).
You gain 5.45 gold from the transmogrification of quick voratun waraxe of phasing (Corpses) (40-57 power, 24 apr).
You gain 6.48 gold from the transmogrification of plaguebringer's dwarven-steel waraxe of torment (Nightmares) (20-28 power, 4 apr).
You gain 4.94 gold from the transmogrification of arcing voratun waraxe of daylight (Shrouds) (39-55 power, 6 apr).
You gain 13.51 gold from the transmogrification of stormbringer's voratun steamgun of tinkering (+6) (Madness).
You gain 7.65 gold from the transmogrification of penetrating voratun steamgun (Nightmares).
You gain 6.04 gold from the transmogrification of lifebinding elven-wood starstaff (Corpses) (25-30 power, 5 apr, physical element).
You gain 25.00 gold from the transmogrification of Cuthirab the elven-wood starstaff (Nightmares) (25-30 power, 5 apr, temporal element).
You gain 3.96 gold from the transmogrification of inquisitor's pulsing mindstar of balance (Shrouds) (14-15 power, 32 apr, mind damage).
You gain 9.40 gold from the transmogrification of blazebringer's voratun longsword of crippling (Corpses) (42-58 power, 6 apr).
You gain 4.47 gold from the transmogrification of yew longbow of piercing (Madness).
You gain 25.00 gold from the transmogrification of Nimbusstrider the dragonbone longbow (Corpses).
You gain 8.93 gold from the transmogrification of balanced voratun greatsword of crippling (Nightmares) (59-94 power, 4 apr).
You gain 12.50 gold from the transmogrification of Obliterator (Nightmares) (48-72 power, 10 apr).
You gain 5.21 gold from the transmogrification of truestriking voratun dagger (Corpses) (37-48 power, 9 apr).
You gain 5.85 gold from the transmogrification of stormbringer's steel dagger (Madness) (14-18 power, 6 apr).
You gain 8.58 gold from the transmogrification of chilling voratun battleaxe of ruin (Misfortune) (58-88 power, 4 apr).
Quest 'Infinite Dungeon Challenge (Level 55): Mirror Match' is failed! (Press 'j' to see the quest log)
Saving game...
Saving done.




























































































