Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Yeek |
Class | Possessor |
Level / Exp | 22 / 89% |
Size | small |
Lifes / Deaths | Killed by black crystal at level 15 on the 56th Dusk 122nd year of Ascendancy at 17:35 0 / 6Killed by Zubolena the Guardian at level 18 on the 4th Haze 122nd year of Ascendancy at 05:41 Killed by Eilinivena the Guardian at level 18 on the 4th Haze 122nd year of Ascendancy at 14:02 Killed by ritch flamespitter at level 21 on the 54th Haze 122nd year of Ascendancy at 20:38 Killed by worm that walks at level 22 on the 80th Haze 122nd year of Ascendancy at 19:15 Killed by saw horror at level 22 on the 80th Haze 122nd year of Ascendancy at 20:28 |
Primary Stats
Strength | 40 (base 29) |
Dexterity | 29 (base 12) |
Constitution | 9 (base 10) |
Magic | 18 (base 10) |
Willpower | 66 (base 49) |
Cunning | 36 (base 22) |
Resources
Life | -31/223 |
Mana | 506/506 |
Psi | 114/320 |
Psi_feedback | 100/100 |
Healing Factor | 1.5076201117319 |
Regeneration | 3.9951932960895 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +98.011047046853% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 38.894014938291 |
See Invisible | 37.894014938291 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 58 |
Accuracy | 36 |
Crit Chance | 22% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 49 |
Crit Chance | 20% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.6666666666667 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 21 |
Ranged Defense | 25 |
Fatigue | 10 |
Physical Save | 26 |
Spell Save | 39 |
Mental Save | 43 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 95% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Silence Resistance | 65% |
Pinning Resistance | 32% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 8 turns. While Heroism is active, you will only die when reaching -377 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Psionic Disruption |
detrimental effect | Reduces global action speed by 17%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 27.84 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 79.05 blight damage and spawn a carrion worm mass. |
beneficial effect | Mindpower (raw) increased by 8. Sadist |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of squid ink. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. pair of rough leather boots 'Torokor' (2 def, 1 armour) (On feet)] pair of rough leather boots 'Torokor' (2 def, 1 armour)pair of rough leather boots 'Torokor' (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +1% (-) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 8(-) mind Maximum psi: +40.00 (-) Mindpower: +6 (+2 eff.) (-) A pair of boots made of leather. |
Light source | [vs. brass lantern 'Khelytokor' (Light source)] brass lantern 'Khelytokor'brass lantern 'Khelytokor' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 (-) Fatigue: -2% (-) Blindness immunity: +20% (-) Silence immunity: +5% (-) Maximum life: +41.00 (-) Light radius: +2 (-) Infravision radius: +3 (-) 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 | [vs. catburglar's hardened leather cap of trickery (0 def, 3 armour) (On head)] catburglar's hardened leather cap of trickery (0 def, 3 armour)catburglar's hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 (-) Armour: +3 (-) Fatigue: +3% (-) Changes stats: +2(-) Cun / +8(-) Dex Changes resistances: +12%(-) darkness Infravision radius: +2 (-) A cap made of leather. |
On hands | [vs. Neronor the Noonglean (0 def, 11 armour) (On hands)] Neronor the Noonglean (0 def, 11 armour)Neronor the Noonglean (0 def, 11 armour) Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 (-) Damage (Melee): 11(-) physical Changes stats: +4(-) Str / +3(-) Dex / +5(-) Mag / +8(-) Cun Changes resistances: +6%(-) temporal / +8%(-) light / +7%(-) darkness Changes resistances penetration: +5%(-) light Changes damage: +9%(-) physical Talents cooldown: Double Strike (-1(-) turn) Physical save: +9 (+5 eff.) (-) Light radius: +3 (-) Infravision radius: +1 (-) It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 26.48 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Imp Claw (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 61.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | [vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)] savior's copper ring of fire (+20%)savior's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20%(-) fire Changes damage: +10%(-) fire Physical save: +6 (+3 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +6 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)] wizard's copper ring of tenacitywizard's copper ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +0%(-20%) fire Changes damage: +0%(-10%) fire Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +4 (+2 eff.) (-3 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Kindlevortex (Around neck)] KindlevortexKindlevortex Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) (-) Physical power: +2 (+1 eff.) (-) Changes stats: +3(-) Dex Changes resistances: +6%(-) physical Changes resistances penetration: +5%(-) light Stamina each turn: +0.30 (-) Maximum stamina: +5.00 (-) Light radius: +1 (-) Amulets can have magical properties. |
In main hand | [vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 2)] Splendourquake the voratun longsword (42-58.8 power, 6 apr)Splendourquake the voratun longsword (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * Slows global speed by 10% * leeches stamina from the target Damage (Melee): +13(-) temporal / +10(-) nature Burst (radius 2) on crit: +4(-) light When wielded/worn: Armour penetration: +12 (-) Physical crit. chance: +9.0% (-) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 16(-) nature slow Changes stats: +1(-) Dex / +1(-) Mag / +3(-) Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +16.00% (-) Sharp, long, and deadly. Tap to cycle through comparison choices |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters 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 | [vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 4)] horrifying vined mindstar of life (6-6.6 power, 18 apr, mind damage)horrifying vined mindstar of life (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(-36.0 - -52.2) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 0% (-10%) - leeches stamina from the target Damage (Melee): +0(-13) temporal / +0(-10) nature Burst (radius 2) on crit: +0(-4) light When wielded/worn: Armour penetration: +0 (-12) Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 0(-16) nature slow / 3 mind / 3 darkness Changes stats: +0(-1) Dex / +0(-1) Mag / +0(-3) Wil Changes damage: +3% mind / +4% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-16.00%) Life regen: +0.60 Maximum life: +13.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | [vs. Salytira (2 def, 0 armour) (Cloak)] Salytira (2 def, 0 armour)Salytira (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +8(-) Str / +2(-) Dex / +2(-) Wil Changes resistances: +6%(-) acid Mental save: +8 (+3 eff.) (-) See invisible: +9 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Nature's Blessing (8 def, 6 armour)Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +8 (+6 eff.) (-) Ranged Defense: +4 (+2 eff.) (-) Fatigue: +8% (-) Changes stats: +4(-) Con / +3(-) Wil Changes resistances: +20%(-) nature / +25%(-) arcane Talent masteries: +0.20(-) Wild-gift / Antimagic Spell save: +18 (+9 eff.) (-) Stun/Freeze immunity: +25% (-) Life regen: +1.00 (-) Healing mod.: +20% (-) Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the psychic (heal 290 over 5 turns)] (on body)] regeneration infusion of the titan (heal 118 over 5 turns)regeneration infusion of the titan (heal 118 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118(-173) life over 5(-) turns. Its effects scale with your -Willpower, +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. |
[vs. Infusion: Wild (on body)] wild infusion of the duelist (resist 22%; cure physical)wild infusion of the duelist (resist 22%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 22%(+8%) for 4(-) 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 ability. |
movement infusion (362% speed; 6 turns) movement infusion (362% speed; 6 turns)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 362% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Shielding [shielding rune of the psychic (absorb 278 for 4 turns)] (on body)] shielding rune (absorb 175 for 6 turns)shielding rune (absorb 175 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175(-103) damage for 6(+2) turns. Its effects scale with your -Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Kindlevortex (Around neck)] copper amulet of strength (+2)copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-4 eff.)) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +2 Str / +0(-3) Dex Changes resistances: +0%(-6%) physical Changes resistances penetration: +0%(-5%) light Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-5.00) Light radius: +0 (-1) Amulets can have magical properties. |
[vs. Kindlevortex (Around neck)] warrior's copper amulet of dexterity (+3)warrior's copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-4 eff.)) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +3(-) Dex Changes resistances: +6%(-) physical Changes resistances penetration: +0%(-5%) light Stamina each turn: +0.30 (-) Maximum stamina: +0.00 (-5.00) Light radius: +0 (-1) Amulets can have magical properties. |
[vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)] Ce'Ninne the UmbrawireCe'Ninne the Umbrawire Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 mind Changes stats: +3 Wil Changes resistances: +0%(-20%) fire Changes resistances penetration: +5% darkness / +20% mind Changes damage: +0%(-10%) fire / +9% darkness / +6% mind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +6 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +0%(-20%) fire Changes damage: +0%(-10%) fire Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of fire (+20%) (On fingers, 1 of 2)] LisyraLisyra Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +0%(-20%) fire / +4% physical Changes damage: +0%(-10%) fire Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +15 (+7 eff.) (+8 (+3 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Cut immunity: +10% Silence immunity: +10% Disarm immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +35% Life regen: +1.80 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 2)] Hanoleg (56-84 power, 4 apr)Hanoleg (56-84 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0(+14.0 - +25.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-2) Crit. chance: +8.0% (+3.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 0% (-10%) - leeches stamina from the target Damage (Melee): +77 insidious poison / +42(+29) temporal / +36(+26) nature Burst (radius 2) on crit: +0(-4) light When wielded/worn: Armour penetration: +0 (-12) Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 0(-16) nature slow Changes stats: +0(-1) Dex / +0(-1) Mag / +0(-3) Wil Changes resistances penetration: +10% arcane Changes damage: +21% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-16.00%) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+1 eff.) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 2)] iron waraxe 'Cuthykan' (12.5-17.5 power, 2 apr)iron waraxe 'Cuthykan' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5(-29.5 - -41.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-4) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: * 12% chance to cause random gloom (+12%) * Slows global speed by 0% (-10%) - leeches stamina from the target Damage (Melee): +4 acid / +0(-13) temporal / +0(-10) nature / +7 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +0(-4) light When wielded/worn: Armour penetration: +0 (-12) Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 8 acid / 0(-16) nature slow Changes stats: +0(-1) Dex / +0(-1) Mag / +2(-1) Wil / +2 Cun Changes resistances: +3% lightning / +9% blight Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-16.00%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 2)] acidic steel waraxe of daylight (13.5-18.9 power, 3 apr)acidic steel waraxe of daylight (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9(-28.5 - -39.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-3) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 0% (-10%) - leeches stamina from the target On weapon crit: + splashes the target with acid Damage (Melee): +5 acid / +0(-13) temporal / +7 light / +0(-10) nature Burst (radius 2) on crit: +0(-4) light Damage against: +9% Undead When wielded/worn: Armour penetration: +0 (-12) Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 0(-16) nature slow Changes stats: +0(-1) Dex / +0(-1) Mag / +0(-3) Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-16.00%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 4)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-27.0 - -39.3) Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+19) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 0% (-10%) - leeches stamina from the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-13) temporal / +0(-10) nature Burst (radius 2) on crit: +0(-4) light When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +0 (-12) Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 0(-16) nature slow Changes stats: +0(-1) Dex / +0(-1) Mag / +0(-3) Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-16.00%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. Splendourquake the voratun longsword (42-58.8 power, 6 apr) (In main hand, 1 of 4)] Star (25-32.5 power, 20 apr)Star (25-32.5 power, 20 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5(-17.0 - -26.3) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+14) Crit. chance: +20.0% (+15.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 0% (-10%) - leeches stamina from the target Damage (Melee): +0(-10) nature / +0(-13) temporal / +20 light Burst (radius 2) on crit: +0(-4) light When wielded/worn: Armour penetration: +0 (-12) Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 0(-16) nature slow Changes stats: +0(-1) Dex / +0(-1) Mag / +0(-3) Wil Changes damage: +10% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-16.00%) Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Tap to cycle through comparison choices |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Chafast the Cinderqueen (0 def, 4 armour)Chafast the Cinderqueen (0 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +1.0% Armour: +4 (-2) Defense: +0 (+0 eff.) (-8 (-6 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +0% (-8%) Changes stats: +4 Mag / +4(+1) Wil / +0(-4) Con Changes resistances: +0%(-25%) arcane / +3% physical / +0%(-20%) nature / +3% fire Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-18 (-9 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.20 (-0.80) Mana each turn: +0.12 Psi each turn: +0.10 Healing mod.: +10% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Lelykor the cashmere robe (2 def, 0 armour)Lelykor the cashmere robe (2 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +2 (+2 eff.) (-6 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +0% (-8%) Changes stats: +3(-1) Con / +4(+1) Wil Changes resistances: +3% temporal / +14% darkness / +0%(-25%) arcane / +0%(-20%) nature / +17% mind / +18% light Changes damage: +3% blight / +12% light / +8% nature Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Physical save: +13 (+6 eff.) Spell save: +11 (+5 eff.) (-7 (-4 eff.)) Mental save: +23 (+7 eff.) Poison immunity: +25% Disease immunity: +25% Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Spellpower: +2 (+1 eff.) Spell crit. chance: +1% Healing mod.: +0% (-20%) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Girdle of the Calm Waters (Around waist)] rough leather belt of carryingrough leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Maximum encumbrance: +23 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] Hellsstrike the hardened leather beltHellsstrike the hardened leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-3) Wil / +3 Con Changes resistances: +8% lightning / +7% temporal / +0%(-20%) nature / +0%(-20%) blight / +12% fire / +5% arcane / +0%(-20%) cold Reduced damage from: +27% Summoned Mental save: +11 (+3 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% Mindpower: +5 (+2 eff.) Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] Ulfudur the hardened leather beltUlfudur the hardened leather belt Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +7%(-13%) blight / +0%(-20%) cold / +0%(-20%) nature Changes damage: +3% arcane Mental save: +14 (+4 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +8 (+2 eff.) Mindpower: +6 (+2 eff.) Healing mod.: +0% (-30%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] hardened leather belt 'Bilach'hardened leather belt 'Bilach' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +9%(-11%) cold / +0%(-20%) nature Changes resistances penetration: +10% mind Stealth bonus: +8 Psi when hit: +0.08 Maximum psi: +30.00 Mental crit. chance: +2% Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Salytira (2 def, 0 armour) (Cloak)] linen cloak 'Erablek' (1 def, 6 armour)linen cloak 'Erablek' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) (-1 (+0 eff.)) Changes stats: +0(-8) Str / +0(-2) Dex / +0(-2) Wil / +1 Cun Changes resistances: +9% lightning / +3% darkness / +0%(-6%) acid / +11% cold / +3% nature / +5% arcane Mental save: +0 (+0 eff.) (-8 (-3 eff.)) See invisible: +3 (-6) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots 'Torokor' (2 def, 1 armour) (On feet)] Chalokalthodur the pair of hardened leather boots (0 def, 3 armour)Chalokalthodur the pair of hardened leather boots (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +3% (+2%) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 0(-8) mind Changes stats: +12 Wil / +3 Con Changes resistances penetration: +7% physical Changes damage: +6% mind Maximum hate: +4.00 Maximum psi: +0.00 (-40.00) Mindpower: +11 (+4 eff.) (+5 (+2 eff.)) Mental crit. chance: +4% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 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 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
[vs. pair of rough leather boots 'Torokor' (2 def, 1 armour) (On feet)] Lavarupture the pair of hardened leather boots (0 def, 3 armour)Lavarupture the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +3% (+2%) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 0(-8) mind Changes resistances: +30% acid / +26% fire / +5% arcane / +7% cold Maximum psi: +0.00 (-40.00) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) A pair of boots made of leather. |
[vs. pair of rough leather boots 'Torokor' (2 def, 1 armour) (On feet)] Lustremalice the pair of iron boots (3 def, 3 armour)Lustremalice the pair of iron boots (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +3 (+2 eff.) (+1 (+1 eff.)) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +2% (+1%) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 0(-8) mind Changes resistances: +9% light Changes damage: +6% light / +6% nature Maximum psi: +0.00 (-40.00) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Neronor the Noonglean (0 def, 11 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-11) Damage (Melee): 0(-11) physical Changes stats: +0(-4) Str / +0(-3) Dex / +0(-5) Mag / +4 Wil / +4(-4) Cun Changes resistances: +0%(-7%) darkness / +0%(-6%) temporal / +10% nature / +0%(-8%) light Changes resistances penetration: +0%(-5%) light Changes damage: +5% nature / +0%(-9%) physical Talent mastery: +0.20 Wild-gift / Slime Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Poison immunity: +20% Mindpower: +2 (+1 eff.) Light radius: +0 (-3) Infravision radius: +0 (-1) These gloves are coated with a thick, green liquid. |
[vs. Neronor the Noonglean (0 def, 11 armour) (On hands)] Eilinalle the dwarven-steel gauntlets (0 def, 2 armour)Eilinalle the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 (-9) Damage (Melee): 0(-11) physical Changes stats: +4(-) Str / +0(-3) Dex / +0(-5) Mag / +1(-7) Cun Changes resistances: +6%(-) temporal / +0%(-8%) light / +0%(-7%) darkness Changes resistances penetration: +0%(-5%) light Changes damage: +0%(-9%) physical Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum hate: +10.00 Light radius: +0 (-3) Infravision radius: +0 (-1) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Neronor the Noonglean (0 def, 11 armour) (On hands)] dwarven-steel gauntlets 'Berystir' (6 def, 2 armour)dwarven-steel gauntlets 'Berystir' (6 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-9) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 0(-11) physical / 10 mind / 19 darkness Changes stats: +2(-2) Str / +0(-3) Dex / +0(-5) Mag / +5 Wil / +0(-8) Cun Changes resistances: +0%(-7%) darkness / +0%(-6%) temporal / +0%(-8%) light / +9% fire Changes resistances penetration: +0%(-5%) light Changes damage: +0%(-9%) physical Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: -14 (-6 eff.) Poison immunity: +15% Mindpower: +3 (+1 eff.) Light radius: +0 (-3) Infravision radius: +0 (-1) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. catburglar's hardened leather cap of trickery (0 def, 3 armour) (On head)] linen wizard hat 'Salemitira' (1 def, 0 armour)linen wizard hat 'Salemitira' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +0(-2) Cun / +0(-8) Dex Changes resistances: +0%(-12%) darkness / +1% physical / +3% nature / +16% cold Changes damage: +11% cold Grants telepathy: Dragon Poison immunity: +15% Mental crit. chance: +3% Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
[vs. catburglar's hardened leather cap of trickery (0 def, 3 armour) (On head)] Aerastir (1 def, 2 armour)Aerastir (1 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +1.0% Armour: +2 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +0(-8) Dex / +3 Mag / +0(-2) Cun Changes resistances: +0%(-12%) darkness / +5% physical Spell save: +6 (+2 eff.) Life regen: +0.40 Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
[vs. catburglar's hardened leather cap of trickery (0 def, 3 armour) (On head)] Yvylaith the hardened leather cap (0 def, 3 armour)Yvylaith the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 8 acid Changes stats: +0(-8) Dex / +0(-2) Cun / +2 Con Changes resistances: +12% acid / +8% nature / +0%(-12%) darkness Critical mult.: +9.00% Spell save: +5 (+2 eff.) Life regen: +0.60 Only die when reaching: -20.00 life Maximum life: +61.00 Infravision radius: +0 (-2) Healing mod.: +15% A cap made of leather. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
89 alchemist agate 89 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Khelytokor' (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Armour: +0 (-6) Fatigue: +0% (+2%) Changes resistances: +30% light Changes damage: +10% light Blindness immunity: +0% (-20%) Silence immunity: +0% (-5%) Maximum life: +0.00 (-41.00) Light radius: +4 (+2) Infravision radius: +0 (-3) Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Imp Claw (Tool)] miner's iron pickaxe (dig speed 30 turns)miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Light radius: +0 (-1) Infravision radius: +1 See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Imp Claw (Tool)] Islitta the dwarven-steel pickaxe (dig speed 28 turns)Islitta the dwarven-steel pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -6% Changes stats: +4 Str Changes resistances: +6% physical Physical save: +30 (+14 eff.) Stamina each turn: +0.20 Maximum stamina: +25.00 Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Imp Claw (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) Light radius: +0 (-1) See stealth: +0 (-10) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Imp Claw (Tool)] iron torque of thermal psionic shield [power 25] (20 cooldown)iron torque of thermal psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Imp Claw (Tool)] quick iron torque of psychoportation [power 20] (22 cooldown)quick iron torque of psychoportation [power 20] (22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to teleport randomly (rad 20), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Imp Claw (Tool)] arcane elm wand of clairvoyance [power 9] (6 cooldown)arcane elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to reveal the area around you, dispelling darkness (radius 9, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Imp Claw (Tool)] elm wand of trap destruction [power 18] (15 cooldown)elm wand of trap destruction [power 18] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Imp Claw (Tool)] Gloomrage the dragonbone wand of clairvoyance [power 14] (6 cooldown)Gloomrage the dragonbone wand of clairvoyance [power 14] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +3% darkness Maximum wards: +1 lightning / +3 temporal / +3 blight / +3 fire / +1 cold Changes damage: +3% darkness / +9% physical Talents granted: +1 Ward +3 Void Blast Light radius: +0 (-1) See stealth: +0 (-10) It can be used to reveal the area around you, dispelling darkness (radius 14, power 47 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Balatrius the Yeek Possessor level 14
24th Dusk 122nd year of Ascendancy at 16:31 see stats
By Balatrius the Yeek Possessor level 20
52nd Haze 122nd year of Ascendancy at 05:54 see stats
By Balatrius the Yeek Possessor level 10
10th Flare 122nd year of Ascendancy at 23:02 see stats
By Balatrius the Yeek Possessor level 20
48th Haze 122nd year of Ascendancy at 05:44 see stats
By Balatrius the Yeek Possessor level 17
79th Dusk 122nd year of Ascendancy at 14:16 see stats
By Balatrius the Yeek Possessor level 12
5th Dusk 122nd year of Ascendancy at 22:54 see stats
By Balatrius the Yeek Possessor level 8
7th Flare 122nd year of Ascendancy at 14:52 see stats
By Balatrius the Yeek Possessor level 8
5th Flare 122nd year of Ascendancy at 11:15 see stats
By Balatrius the Yeek Possessor level 20
53rd Haze 122nd year of Ascendancy at 16:15 see stats
Log
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Saw horror uses Kinetic Leech.
Balatrius slows down.
Devourer slows down.
Saw horror slows down.
Saw horror uses Psionic Pull.
Balatrius is pulled in!
Balatrius converts some damage to Psi!
Saw horror hits Balatrius for 8 to psi, 43 physical (50 total damage).
Balatrius no longer protected by the psionic block.
Balatrius converts some damage to Psi!
Bleeding from Saw horror hits Balatrius for 2 to psi, 14 physical (16 total damage).
Worm Rot from Worm that walks hits Balatrius for 4 to psi, 22 blight, 4 to psi, 21 acid (50 total damage).
There is no way out of this level here.
There is no way out of this level here.
There is a previous level here (press '' or right click to use).
Restless Night from Balatrius hits Saw horror for 9 mind damage.
Carrion worm mass's wormblight area effect hits Saw horror for 3 blight damage.
Carrion worm mass's wormblight area effect hits Saw horror for 3 blight damage.
Saw horror uses Saw Storm.
Balatrius stops bleeding.
Balatrius converts some damage to Psi!
Worm Rot from Worm that walks hits Balatrius for 4 to psi, 22 blight, 4 to psi, 21 acid (50 total damage).
You may not change level so soon after a kill (2 game turns left to wait)!
You may not change level so soon after a kill (2 game turns left to wait)!
You may not change level so soon after a kill (2 game turns left to wait)!
Balatrius's Rune: Shielding has been disrupted by anti-magic forces!
Saving game...